Initialize engine version: 4.2.2f1 (54f0fc09defb)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.0]
    Renderer: NVIDIA GeForce GTX 770 (ID=0x1184)
    Vendor:   NVIDIA
    VRAM:     1990 MB
Begin MonoManager ReloadAssembly
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\UnityEngine.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Assembly-Boo.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Assembly-Boo.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\xmldiffpatch.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\xmldiffpatch.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\XmlDiffPatch.View.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\XmlDiffPatch.View.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.CJK.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.CJK.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.MidEast.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.MidEast.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.Other.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.Other.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.Rare.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.Rare.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.West.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\I18N.West.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Ionic.Zip.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Ionic.Zip.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\DecalSystem.Runtime.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\DecalSystem.Runtime.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\SteamworksManaged.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\SteamworksManaged.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\DSA_Model.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\DSA_Model.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Jurassic.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Jurassic.dll into Unity Child Domain
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\KGFUtils.Settings.dll (this message is harmless)
Loading E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\KGFUtils.Settings.dll into Unity Child Domain
- Completed reload, in  0.302 seconds
desktop: 1920x1080 120Hz; virtual: 1920x1080 at 0,0
<RI> Initializing input.

<RI> Input initialized.

Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\System.dll (this message is harmless)
Unsupported: Hidden/TerrainEngine/Splatmap/Lightmap-AddPass
STARTUP INTRO VERSION Version 1.31f, 131106-2230 CE
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Steam: GetCurrentGameLanguage returend 'german'
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Loca E:/STEAM/steamapps/common/Realms of Arkania/schick_Data/Data/de.xml
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Localizing Logo, using de
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loca: current Language from globalchosenlanguage de
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\Boo.Lang.dll (this message is harmless)
value.GameID: 237550; Steamworks.SteamInterface.AppID: 237550
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

value.Result: OK
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to read TestStatInt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to read TestStatFloat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TestStatInt = 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TestStatFloat = 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to write TestStatInt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to write TestStatFloat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Stats saved to the server successfully.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Skipping to mainmenu
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 2.285461 ms
Unloading 5 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 761 unused Assets to reduce memory usage. Loaded Objects now: 1744.
Total: 10.104737 ms (FindLiveObjects: 0.062080 ms CreateObjectMapping: 0.049600 ms MarkObjects: 0.755847 ms  DeleteObjects: 8.942805 ms)

Loading Loca E:/STEAM/steamapps/common/Realms of Arkania/schick_Data/data/de.xml
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loca: current Language from globalchosenlanguage de
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\System.Core.dll (this message is harmless)
UnloadTime: 1.582735 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 69 unused Assets to reduce memory usage. Loaded Objects now: 6539.
Total: 5.335091 ms (FindLiveObjects: 0.179841 ms CreateObjectMapping: 0.072320 ms MarkObjects: 2.885787 ms  DeleteObjects: 1.886738 ms)

STARTUP MCP VERSION Version 1.31f, 131106-2230 Steam
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Loca E:/STEAM/steamapps/common/Realms of Arkania/schick_Data/data/de.xml
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loca: current Language from globalchosenlanguage de
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Platform assembly: E:\STEAM\steamapps\common\Realms of Arkania\schick_Data\Managed\UnityScript.Lang.dll (this message is harmless)
Read 50 Skills and 59 Spells
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to parse Damagetype *poison* for durableeffect expurgicum_applyResult poison
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to parse Damagetype *poison* for durableeffect vomicum_applyResult poison
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to parse Damagetype *poison* for durableeffect kukris_applyResult poison
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to parse Damagetype *poison* for durableeffect gorah_poisonResult poison
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to parse Damagetype *poison* for durableeffect poison_shurin1Result poison
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to parse Damagetype *poison* for durableeffect poison_shurin2Result poison
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to parse Damagetype *poison* for durableeffect poison_lotus1Result poison
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to parse Damagetype *poison* for durableeffect poison_lotus2Result poison
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Read 119 effects
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Read 83 Monsters
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Read 286 items
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Load Failures with: 

dukaten
geldsack

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Read Magic Ritual magic_staffmagic with blockeffect staffmagicretry and 3 levels
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Read 255 Dialog Partners and 2437 Dialog Texts
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Read 26 Quests
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Read 25 random requests and 45 random responses
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Read Landspeeds: 
LandSpeed(road): 1: 1.666667 2: 1.416667 3: 1.25 4: 0.9166667 5: 0.6666667
LandSpeed(forest): 1: 1.25 2: 0.8333333 3: 0.4166667
LandSpeed(mountain): 1: 0.4166667 2: 0.3333333 3: 0.25
LandSpeed(swamp): 1: 0.8333333

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not applying any FrameLimit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Alchemy Settings:
Read Recipe expurgicum
Read Recipe gegengift
Read Recipe heiltrank
Read Recipe heiltrank_big
Read Recipe hylailerfeuer
Read Recipe mu_elixier
Read Recipe kk_elixier
Read Recipe schlaftrunk
Read Recipe vomicum
Read Recipe wunderkur
Read Recipe zaubertrank
Read Recipe zaubertrank_big
Read Recipe miasthmaticum

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found Companion with name nariell in town clanegh/48
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found Companion with name curian in town overthorn/60
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found Companion with name garsvik in town prem/74
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found Companion with name erwo in town manrin/65
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found Companion with name ardora in town thorwal/vierwinde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found Companion with name harika in town phexcaer/40
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

read 6 companions
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Towns, nodelist len 52
Adding new Town ala, mintipid 5
Adding new Town angbodirtal, mintipid 8
Adding new Town aryn, mintipid 7
Adding new Town auplog, mintipid 5
Adding new Town bodon, mintipid 4
Adding new Town breida, mintipid 10
Adding new Town brendhil, mintipid 5
Adding new Town clanegh, mintipid 12
Adding new Town daspota, mintipid -1
Adding new Town efferdun, mintipid 14
Adding new Town einsiedl, mintipid -1
Adding new Town fangbodi, mintipid 4
Adding new Town felsteyn, mintipid 8
Adding new Town ftjoila, mintipid 4
Adding new Town groenvel, mintipid 5
Adding new Town guddasun, mintipid 6
Adding new Town hjalland, mintipid -1
Adding new Town hjalsing, mintipid 10
Adding new Town kord, mintipid 14
Adding new Town kravik, mintipid 4
Adding new Town liskor, mintipid 9
Adding new Town ljasdahl, mintipid 12
Adding new Town manrin, mintipid 14
Adding new Town merske, mintipid 6
Adding new Town nordvest, mintipid 6
Adding new Town oberorken, mintipid 20
Adding new Town orkanger, mintipid 9
Adding new Town orvil, mintipid 13
Adding new Town ottarje, mintipid 10
Adding new Town overthorn, mintipid 12
Adding new Town peilinen, mintipid 9
Adding new Town phexcaer, mintipid 26
Adding new Town prem, mintipid 24
Adding new Town rovamund, mintipid 12
Adding new Town rovik, mintipid 5
Adding new Town rukian, mintipid 6
Adding new Town runin, mintipid -1
Adding new Town runinsha, mintipid 6
Adding new Town rybon, mintipid 5
Adding new Town serske, mintipid -1
Adding new Town skelelle, mintipid 6
Adding new Town skjal, mintipid 11
Adding new Town thorwal, mintipid 56
Adding new Town thoss, mintipid 8
Adding new Town tjanset, mintipid 10
Adding new Town tjoila, mintipid 5
Adding new Town treban, mintipid 5
Adding new Town tyldon, mintipid 8
Adding new Town vaermhag, mintipid 9
Adding new Town varnheim, mintipid 13
Adding new Town vidsand, mintipid 12
Adding new Town vilnheim, mintipid 14
TownSettings: Loaded 52 Towninfos
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Global Settings loaded
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Read 127 GlobalFights
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Read 35 Wonders with the following effects:
none
resurrect
modifyattribute
addeffect
removecurse
modifyskill
magicweapon
feed
modifyle
addanalys
heal
healsickness
repairweapon
modifyskillrahja
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded 104 Travel Routes with 170 events
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Game Coroutine starting
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CharImgRepo True, maxframes 976, Log:
OK: Loaded file jaeger_01.jpg from internals
OK: Loaded file jaegerin_01.jpg from internals
OK: Loaded file krieger_01.jpg from internals
OK: Loaded file krieger_02.jpg from internals
OK: Loaded file krieger_03.jpg from internals
OK: Loaded file krieger_04.jpg from internals
OK: Loaded file krieger_05.jpg from internals
OK: Loaded file krieger_06.jpg from internals
OK: Loaded file krieger_07.jpg from internals
OK: Loaded file kriegerin_01.jpg from internals
OK: Loaded file kriegerin_02.jpg from internals
OK: Loaded file kriegerin_03.jpg from internals
OK: Loaded file kriegerin_04.jpg from internals
OK: Loaded file streuner_01.jpg from internals
OK: Loaded file streuner_02.jpg from internals
OK: Loaded file streuner_03.jpg from internals
OK: Loaded file streuner_04.jpg from internals
OK: Loaded file streunerin_01.jpg from internals
OK: Loaded file streunerin_02.jpg from internals
OK: Loaded file streunerin_03.jpg from internals
OK: Loaded file streunerin_04.jpg from internals
OK: Loaded file streunerin_05.jpg from internals
OK: Loaded file thorwaler_01.jpg from internals
OK: Loaded file thorwaler_02.jpg from internals
OK: Loaded file thorwaler_03.jpg from internals
OK: Loaded file thorwalerin_01.jpg from internals
OK: Loaded file zwerg_01.jpg from internals
OK: Loaded file zwerg_02.jpg from internals
OK: Loaded file zwerg_03.jpg from internals
OK: Loaded file zwerg_04.jpg from internals
OK: Loaded file zwergin_01.jpg from internals
OK: Loaded file hexer_01.jpg from internals
OK: Loaded file hexe_01.jpg from internals
OK: Loaded file hexe_02.jpg from internals
OK: Loaded file hexe_04.jpg from internals
OK: Loaded file druide_01.jpg from internals
OK: Loaded file druidin_01.jpg from internals
OK: Loaded file magier_01.jpg from internals
OK: Loaded file magier_02.jpg from internals
OK: Loaded file magier_03.jpg from internals
OK: Loaded file magier_04.jpg from internals
OK: Loaded file magier_05.jpg from internals
OK: Loaded file magierin_01.jpg from internals
OK: Loaded file magierin_02.jpg from internals
OK: Loaded file magierin_03.jpg from internals
OK: Loaded file magierin_04.jpg from internals
OK: Loaded file magierin_05.jpg from internals
OK: Loaded file elf_01.jpg from internals
OK: Loaded file elf_02.jpg from internals
OK: Loaded file elfe_01.jpg from internals
OK: Loaded file elfe_02.jpg from internals
OK: Loaded file elfe_03.jpg from internals
OK: Loaded file elfe_04.jpg from internals
OK: Loaded file elfe_05.jpg from internals

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading LGC savefile C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading File C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded Weatherforecast for DSA.Model.DSATime season 2: WeatherForecast[ Clouds some Wind stiff Rain none, Temp 5 - 25 = uwsValue 6 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unsupported: Hidden/TerrainEngine/Splatmap/Lightmap-AddPass
UnloadTime: 0.189761 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 26 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 240 unused Assets to reduce memory usage. Loaded Objects now: 10508.
Total: 13.108925 ms (FindLiveObjects: 0.388803 ms CreateObjectMapping: 0.144641 ms MarkObjects: 11.917554 ms  DeleteObjects: 0.193601 ms)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_cantleave )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 5.818935 ms
Unloading 3 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 332 unused Assets to reduce memory usage. Loaded Objects now: 9560.
Total: 16.134554 ms (FindLiveObjects: 0.364483 ms CreateObjectMapping: 0.150721 ms MarkObjects: 12.248437 ms  DeleteObjects: 3.072669 ms)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route hyg1-hyg2, distance 15, expected speed 0.8333333 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TravelRoute: No 'Any' Events found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 12:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
Reise49_Schafe
Reise_kleiner_See
reise29_baum
reise2_auerochse_road
reise7_karene_road
JOURNEY: Random encounter at: 385.3625

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing nonbattle effect flimflam, started at 385.1478, duration 0.2083333, current time 385.3564, so 385.3561 < 385.3564
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect flimflam
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter Reise49_Schafe/road
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 14.82225, cspeed 1.666667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: road
Script:if( getSpecialState("Reise49_Schafe") == 0 ) {
  setSpecialState("Reise49_Schafe",1);
  startdlg("Reise49_Schafe");
}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise49_Schafe_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Reise49_Schafe_hl[1] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise49_Schafe_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value undefined
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

unknown reaction undefined for partner Reise49_Schafe_hl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unsupported: Hidden/TerrainEngine/Splatmap/Lightmap-AddPass
Initializing Battle fight_sheep_wolf in Scene wegkampf_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Harika: [BCAData: MT0 / WT-1
 / elf_female_02, elf_hair_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Harika: 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Grimwolf(battle/wolf): 
zweihaender count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Grimwolf(battle/wolf), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Grimwolf(battle/wolf): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Grimwolf(battle/wolf), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Grimwolf(battle/wolf): 
speere count is zero, falling back to zauberstaebe
zauberstaebe count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Grimwolf(battle/wolf), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Harika on Position 0Adding Char Tim on Position 1Adding Char Luna on Position 2Adding Char Grimwolf on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Harika in state current following path from (9/7) to (13/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harika ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/10) cost is 8
Calculating cost to destination (14/9) cost is 8
Calculating cost to destination (15/10) cost is 12
Calculating cost to destination (14/11) cost is 10
Calculating cost to destination (16/8) cost is 9
Calculating cost to destination (17/9) cost is 11
Calculating cost to destination (16/10) cost is 13
Calculating cost to destination (14/9) cost is 8
Calculating cost to destination (15/8) cost is 8
Calculating cost to destination (15/10) cost is 12
found 10 valid attack positions, closest at (15/8) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Harika from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/5) to (9/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/10) cost is 13
Calculating cost to destination (14/9) cost is 13
Calculating cost to destination (15/10) cost is 17
Calculating cost to destination (14/11) cost is 15
Calculating cost to destination (16/8) cost is 14
Calculating cost to destination (17/9) cost is 16
Calculating cost to destination (16/10) cost is 18
Calculating cost to destination (14/9) cost is 13
Calculating cost to destination (15/8) cost is 13
Calculating cost to destination (15/10) cost is 17
found 10 valid attack positions, closest at (15/8) (dist: 13), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/5) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/10) cost is 12
Calculating cost to destination (14/9) cost is 12
Calculating cost to destination (15/10) cost is 16
Calculating cost to destination (14/11) cost is 14
Calculating cost to destination (16/8) cost is 13
Calculating cost to destination (17/9) cost is 15
Calculating cost to destination (16/10) cost is 17
Calculating cost to destination (14/9) cost is 12
Calculating cost to destination (15/8) cost is 12
Calculating cost to destination (15/10) cost is 16
found 10 valid attack positions, closest at (15/8) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Grimwolf in state current following path from (14/9) to (14/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 7, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 13
Calculating cost to destination (8/5) cost is 11
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (12/7) cost is 5
Calculating cost to destination (13/6) cost is 5
Calculating cost to destination (14/7) cost is 3
Calculating cost to destination (13/8) cost is 3
Calculating cost to destination (5/8) cost is 11
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (6/9) cost is 9
Calculating cost to destination (10/5) cost is 9
Calculating cost to destination (11/6) cost is 7
Calculating cost to destination (10/7) cost is 7
Calculating cost to destination (5/7) cost is 12
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (7/6) cost is 13
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (9/5) cost is 10
Calculating cost to destination (9/7) cost is 8
found 20 valid attack positions, closest at (14/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 7, current BP 9
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Harika is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/6) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/6) cost is 11
Calculating cost to destination (15/7) cost is 13
Calculating cost to destination (14/8) cost is 13
Calculating cost to destination (16/8) cost is 15
Calculating cost to destination (17/9) cost is 17
Calculating cost to destination (16/10) cost is 15
Calculating cost to destination (14/9) cost is 12
Calculating cost to destination (15/8) cost is 14
Calculating cost to destination (15/10) cost is 14
found 9 valid attack positions, closest at (14/6) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Grimwolf in state current following path from (15/8) to (13/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 8, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 16
Calculating cost to destination (8/5) cost is 14
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (12/7) cost is 6
Calculating cost to destination (13/6) cost is 6
Calculating cost to destination (13/8) cost is 4
Calculating cost to destination (5/8) cost is 14
Calculating cost to destination (6/7) cost is 16
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (10/5) cost is 10
Calculating cost to destination (11/6) cost is 8
Calculating cost to destination (10/7) cost is 8
Calculating cost to destination (8/5) cost is 14
Calculating cost to destination (9/4) cost is 12
Calculating cost to destination (10/5) cost is 10
Calculating cost to destination (6/7) cost is 16
Calculating cost to destination (7/6) cost is 16
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (9/7) cost is 9
found 21 valid attack positions, closest at (13/8) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Harika is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/7) to (10/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/6) cost is 8
Calculating cost to destination (15/7) cost is 10
Calculating cost to destination (14/8) cost is 10
Calculating cost to destination (12/8) cost is 6
Calculating cost to destination (14/8) cost is 10
Calculating cost to destination (13/9) cost is 8
Calculating cost to destination (14/9) cost is 9
Calculating cost to destination (15/8) cost is 11
Calculating cost to destination (16/9) cost is 13
Calculating cost to destination (15/10) cost is 11
found 10 valid attack positions, closest at (12/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (8/7) to (11/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/6) cost is 10
Calculating cost to destination (15/7) cost is 12
Calculating cost to destination (14/8) cost is 10
Calculating cost to destination (12/8) cost is 6
Calculating cost to destination (14/8) cost is 10
Calculating cost to destination (13/9) cost is 8
Calculating cost to destination (14/9) cost is 9
Calculating cost to destination (15/8) cost is 11
Calculating cost to destination (16/9) cost is 13
Calculating cost to destination (15/10) cost is 11
found 10 valid attack positions, closest at (12/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Grimwolf in state current following path from (14/9) to (11/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 9, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (11/7) cost is 6
Calculating cost to destination (10/8) cost is 6
Calculating cost to destination (12/7) cost is 5
Calculating cost to destination (13/6) cost is 5
Calculating cost to destination (5/8) cost is 11
Calculating cost to destination (6/7) cost is 11
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (6/9) cost is 9
Calculating cost to destination (10/5) cost is 9
Calculating cost to destination (11/6) cost is 7
Calculating cost to destination (8/5) cost is 11
Calculating cost to destination (9/4) cost is 11
Calculating cost to destination (10/5) cost is 9
Calculating cost to destination (10/8) cost is 6
Calculating cost to destination (11/7) cost is 6
Calculating cost to destination (12/8) cost is 4
Calculating cost to destination (11/9) cost is 4
Calculating cost to destination (8/6) cost is 10
Calculating cost to destination (9/7) cost is 8
found 20 valid attack positions, closest at (11/9) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/8) to (9/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/6) cost is 14
Calculating cost to destination (15/7) cost is 14
Calculating cost to destination (14/8) cost is 12
Calculating cost to destination (12/8) cost is 10
Calculating cost to destination (14/8) cost is 12
Calculating cost to destination (13/9) cost is 10
Calculating cost to destination (10/9) cost is 5
Calculating cost to destination (12/9) cost is 9
Calculating cost to destination (11/10) cost is 7
found 9 valid attack positions, closest at (10/9) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Harika on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (10/8) to (10/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/6) cost is 5
Calculating cost to destination (15/7) cost is 7
Calculating cost to destination (14/8) cost is 7
Calculating cost to destination (12/8) cost is 3
Calculating cost to destination (14/8) cost is 7
Calculating cost to destination (13/9) cost is 5
Calculating cost to destination (10/9) cost is 2
Calculating cost to destination (12/9) cost is 4
Calculating cost to destination (11/10) cost is 4
found 9 valid attack positions, closest at (10/9) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Harika canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harika ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Harika from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (11/7) to (12/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/6) cost is 4
Calculating cost to destination (15/7) cost is 6
Calculating cost to destination (14/8) cost is 8
Calculating cost to destination (12/8) cost is 4
Calculating cost to destination (14/8) cost is 8
Calculating cost to destination (13/9) cost is 6
Calculating cost to destination (12/9) cost is 5
Calculating cost to destination (11/10) cost is 7
found 8 valid attack positions, closest at (12/8) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 8, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Harika is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (10/6) to (14/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/6) cost is 5
Calculating cost to destination (15/7) cost is 7
Calculating cost to destination (14/8) cost is 9
Calculating cost to destination (14/8) cost is 9
Calculating cost to destination (13/9) cost is 11
Calculating cost to destination (12/9) cost is 10
Calculating cost to destination (11/10) cost is 8
found 7 valid attack positions, closest at (14/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 7, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Harika is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 9, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (9/9) to (10/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/7) cost is 11
Calculating cost to destination (14/8) cost is 9
Calculating cost to destination (14/8) cost is 9
Calculating cost to destination (13/9) cost is 7
Calculating cost to destination (12/9) cost is 6
Calculating cost to destination (11/10) cost is 4
found 6 valid attack positions, closest at (11/10) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (10/5) to (14/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/7) cost is 8
Calculating cost to destination (14/8) cost is 10
Calculating cost to destination (14/8) cost is 10
Calculating cost to destination (13/9) cost is 12
Calculating cost to destination (12/9) cost is 11
Calculating cost to destination (11/10) cost is 9
found 6 valid attack positions, closest at (15/7) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Harika on Position 0Adding Char Luna on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harika ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Harika from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 9, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 7, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Harika is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 8, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Harika is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (15/6) to (15/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/7) cost is 3
Calculating cost to destination (14/8) cost is 5
Calculating cost to destination (14/8) cost is 5
Calculating cost to destination (13/9) cost is 7
Calculating cost to destination (12/9) cost is 8
Calculating cost to destination (11/10) cost is 10
found 6 valid attack positions, closest at (15/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (11/10) to (11/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/8) cost is 6
Calculating cost to destination (14/8) cost is 6
Calculating cost to destination (13/9) cost is 4
Calculating cost to destination (12/9) cost is 3
Calculating cost to destination (11/10) cost is 1
found 5 valid attack positions, closest at (11/10) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Grimwolf is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Harika on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ilgar ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Grimwolf is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Harika canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harika ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Harika from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 9, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 8, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Harika is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 7, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Harika is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Harika on Position 1Adding Char Grimwolf on Position 2Adding Char Grimwolf on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Harika canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harika ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Harika from queue
Checking Grimwolf False && False, skipping
Removing Grimwolf from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Grimwolf on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Grimwolf
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Grimwolf on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 9, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (14/8) to (14/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/8) cost is 2
Calculating cost to destination (13/9) cost is 4
Calculating cost to destination (12/9) cost is 5
found 3 valid attack positions, closest at (14/8) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (14/7) to (14/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/9) cost is 6
Calculating cost to destination (12/9) cost is 7
found 2 valid attack positions, closest at (13/9) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 8, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Harika is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Harika on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Grimwolf on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harika ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Harika from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (13/9) to (13/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/9) cost is 1
Calculating cost to destination (12/9) cost is 2
found 2 valid attack positions, closest at (13/9) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 6, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 9, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Grimwolf canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Grimwolf ID 8, current BP 12
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Harika is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Grimwolf from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Harika on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Grimwolf on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Harika) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Harika ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Harika from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Grimwolf
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Grimwolf) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Grimwolf is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Grimwolf(battle/wolf) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Grimwolf False && False, skipping
Removing Grimwolf from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Grimwolf
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle fight_sheep_wolf
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 1.923487, cspeed 1.666667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: hyg1-hyg2
Script:startDialogue("reise_FromHyggeligRoad_PhexViln");

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_FromHyggeligRoad_PhexViln_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_FromHyggeligRoad_PhexViln_hl[1] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_FromHyggeligRoad_PhexViln_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route vilnheim-phexcaer, distance 104, expected speed 1.25 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value undefined
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

unknown reaction undefined for partner reise_FromHyggeligRoad_PhexViln_hl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 65.00563, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: vilnheim-phexcaer
Script:startdlg("reise20_sumpfgebiet");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise20_sumpfgebiet_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise20_sumpfgebiet_hl[1] dlgResponse 0 = 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise20_sumpfgebiet_hl [4]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise20_sumpfgebiet_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpHarika: Removing nonbattle effect healattempt, started at 385.1478, duration 0.3333333, current time 385.4833, so 385.4811 < 385.4833
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Harika: Removing durable effect healattempt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpIlgar: Removing nonbattle effect healattempt, started at 385.1478, duration 0.3333333, current time 385.4872, so 385.4812 < 385.4872
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Ilgar: Removing durable effect healattempt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise20_sumpfgebiet_hl[2] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 74.30022, cspeed 0.625
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 74.3%, Dir 1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current -6, original cost 5, effective cost 26, delta -21
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 386.0211 season 2 area general: WeatherForecast[ Clouds some Wind stiff Rain none, Temp 9 - 23 = uwsValue 6 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect paralyse activateInterval anotherdamage every 24
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect paralyse activateInterval anotherdamage every 24
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect paralyse activateInterval anotherdamage every 24
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TravelRoute: No 'Any' Events found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 10:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
reise2_auerochse_fw
Reise49_Schafe
Reise16_Leiche_fw
JOURNEY: Random encounter at: 386.7036

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpHarika: Removing nonbattle effect healattempt, started at 385.9805, duration 0.3333333, current time 386.314, so 386.3139 < 386.314
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Harika: Removing durable effect healattempt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 75.00017, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:vilnheim_18
Route: vilnheim-phexcaer
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter Der Info-Barde/none
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 85.55487, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: land
Script:startDialogue("info5_1");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing info5_1_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing info5_1_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 86.8896, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 86.88%, Dir 1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 86.88%, Dir 1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 86.88%, Dir 1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 124
Skipping slot inventory01 because it doesn't contain item 124
Skipping slot inventory02 because it doesn't contain item 124
Skipping slot inventory03 because it doesn't contain item 124
Skipping slot inventory04 because it doesn't contain item 124
Skipping slot inventory05 because it doesn't contain item 124
Skipping slot inventory06 because it doesn't contain item 124
Skipping slot inventory07 because it doesn't contain item 124
Skipping slot inventory08 because it doesn't contain item 124
Skipping slot inventory09 because it doesn't contain item 124
Skipping slot inventory10 because it doesn't contain item 124
Skipping slot inventory11 because it doesn't contain item 124
Skipping slot inventory12 because it doesn't contain item 124
Skipping slot inventory13 because it doesn't contain item 124
Skipping slot inventory14 because it doesn't contain item 124
Removing remaining 0 items from slot inventory15, slot now contains 6
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 124
Skipping slot inventory01 because it doesn't contain item 124
Skipping slot inventory02 because it doesn't contain item 124
Skipping slot inventory03 because it doesn't contain item 124
Skipping slot inventory04 because it doesn't contain item 124
Skipping slot inventory05 because it doesn't contain item 124
Skipping slot inventory06 because it doesn't contain item 124
Skipping slot inventory07 because it doesn't contain item 124
Skipping slot inventory08 because it doesn't contain item 124
Skipping slot inventory09 because it doesn't contain item 124
Skipping slot inventory10 because it doesn't contain item 124
Skipping slot inventory11 because it doesn't contain item 124
Skipping slot inventory12 because it doesn't contain item 124
Skipping slot inventory13 because it doesn't contain item 124
Skipping slot inventory14 because it doesn't contain item 124
Removing remaining 0 items from slot inventory15, slot now contains 5
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 86.88%, Dir 1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 86.88%, Dir 1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 124
Skipping slot inventory01 because it doesn't contain item 124
Skipping slot inventory02 because it doesn't contain item 124
Skipping slot inventory03 because it doesn't contain item 124
Skipping slot inventory04 because it doesn't contain item 124
Skipping slot inventory05 because it doesn't contain item 124
Skipping slot inventory06 because it doesn't contain item 124
Skipping slot inventory07 because it doesn't contain item 124
Skipping slot inventory08 because it doesn't contain item 124
Skipping slot inventory09 because it doesn't contain item 124
Skipping slot inventory10 because it doesn't contain item 124
Skipping slot inventory11 because it doesn't contain item 124
Skipping slot inventory12 because it doesn't contain item 124
Skipping slot inventory13 because it doesn't contain item 124
Skipping slot inventory14 because it doesn't contain item 124
Skipping slot inventory15 because it doesn't contain item 124
Skipping slot inventory16 because it doesn't contain item 124
Skipping slot inventory17 because it doesn't contain item 124
Skipping slot inventory18 because it doesn't contain item 124
Skipping slot belly because of notequipped
Skipping slot chest because of notequipped
Skipping slot coat because of notequipped
Skipping slot head because of notequipped
Skipping slot leftarm because of notequipped
Skipping slot leftring because of notequipped
Skipping slot leg because of notequipped
Skipping slot neck because of notequipped
Skipping slot rightarm because of notequipped
Skipping slot rightring because of notequipped
Skipping slot shield because of notequipped
Skipping slot shoe because of notequipped
Skipping slot underleg because of notequipped
Skipping slot upperarm because of notequipped
Skipping slot weapon because of notequipped
Skipping slot inventory19 because it doesn't contain item 124
Removing remaining 0 items from slot inventory20, slot now contains 4
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 387.0025 season 2 area general: WeatherForecast[ Clouds some Wind soft Rain none, Temp 9 - 23 = uwsValue 5 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpHarika: Removing nonbattle effect healattempt_sick, started at 386.7604, duration 0.4166667, current time 387.2054, so 387.1771 < 387.2054
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Harika: Removing durable effect healattempt_sick
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect healattempt_sick, started at 386.8326, duration 0.4166667, current time 387.25, so 387.2493 < 387.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: Removing durable effect healattempt_sick
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFrija: Removing nonbattle effect healattempt_sick, started at 386.91, duration 0.4166667, current time 387.3282, so 387.3267 < 387.3282
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Frija: Removing durable effect healattempt_sick
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window MessageboxCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 86.8896, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: afterrest
Script:startdlg("reise18_wildschweine-nach-rast");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise18_wildschweine-nach-rast_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise18_wildschweine-nach-rast_hl[1] dlgResponse 1 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 90.00194, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:vilnheim_19
Route: vilnheim-phexcaer
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 96.50661, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 388.0003 season 2 area general: WeatherForecast[ Clouds some Wind strong Rain none, Temp 1 - 20 = uwsValue 3 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 10:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
reise2_auerochse_fw
Reise49_Schafe
Reise16_Leiche_fw
JOURNEY: Random encounter at: 388.1538

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc 100.0011, cspeed 0.5625
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 0.647686 ms
Unloading 29 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 3812 unused Assets to reduce memory usage. Loaded Objects now: 88526.
Total: 40.836872 ms (FindLiveObjects: 3.310751 ms CreateObjectMapping: 0.652806 ms MarkObjects: 25.343603 ms  DeleteObjects: 10.987305 ms)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing npcname_harika [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog npcname_harika[1] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

character Character B is unset, deactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene healer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene healer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to heal Paralyse at a healer with pricemult 2.34035
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_2_p, Moving to coordinates (-10.5, 10.0, -75.3)
(-10.5, 10.0, -78.5)
(0.0, 1.5, 2.4)
(2.5, 3.2, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene blacksmith
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene blacksmith
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schwert (ID 1), Uses 0, Count 1, broken True, BF 5, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Room rented
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: herberge.1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 3 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_14_p, Moving to coordinates (-31.5, 10.1, -97.4)
(-31.5, 10.0, -102.0)
(0.0, 1.6, 3.5)
(2.2, 3.3, 0.5)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene blacksmith
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List blacksmith, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene blacksmith
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List blacksmith, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schwert (ID 1), Uses 0, Count 1, broken False, BF 3, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 389.0023 season 2 area general: WeatherForecast[ Clouds none Wind strong Rain none, Temp 3 - 25 = uwsValue 3 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_14_p, Moving to coordinates (-31.5, 10.1, -97.4)
(-31.5, 10.0, -102.0)
(0.0, 1.6, 3.5)
(2.2, 3.3, 0.5)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene blacksmith
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List blacksmith, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory21 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character G (UnityEngine.BoxCollider) (Character G), container Character G (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character G (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character G (UnityEngine.BoxCollider) (Character G), container Character G (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character G (CraftyDDCharacter)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory08 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MissingMethodException: The best match for method OnTooltip has some invalid parameter.
  at System.MonoType.InvokeMember (System.String name, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParameters) [0x00000] in <filename unknown>:0 

  at UnityEngine.SetupCoroutine.InvokeMember (System.Object behaviour, System.String name, System.Object variable) [0x00000] in <filename unknown>:0 
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
ForwardEvent:OnTooltip(Boolean)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ShowTooltip(Boolean)
UICamera:Update()
 
(Filename:  Line: -1)

MissingMethodException: The best match for method OnTooltip has some invalid parameter.
  at System.MonoType.InvokeMember (System.String name, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object target, System.Object[] args, System.Reflection.ParameterModifier[] modifiers, System.Globalization.CultureInfo culture, System.String[] namedParameters) [0x00000] in <filename unknown>:0 

  at UnityEngine.SetupCoroutine.InvokeMember (System.Object behaviour, System.String name, System.Object variable) [0x00000] in <filename unknown>:0 
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
ForwardEvent:OnTooltip(Boolean)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ShowTooltip(Boolean)
UICamera:ProcessMouse()
UICamera:Update()
 
(Filename:  Line: -1)

Trying to activate inside Scene marktplatz_kraeuter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Setting House of TraderMarketplace to (66.5, 10.4, -61.5)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Eitriger Krötenschemel (ID 62), Uses 0, Count 20, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Vierblättrige Einbeere (ID 60), Uses 0, Count 15, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Tarnele (ID 64), Uses 0, Count 18, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory19 (UnityEngine.BoxCollider) (inventory19), container inventory19 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory19 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory20 (UnityEngine.BoxCollider) (inventory20), container inventory20 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory20 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_239 (UnityEngine.BoxCollider) (item_239), container 
container is null, itemdrop item: item_239 (CraftyDDItem)
itemdrop container: inventory12 (item_239)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory12 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory21 (UnityEngine.BoxCollider) (inventory21), container inventory21 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory21 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory16 (UnityEngine.BoxCollider) (inventory16), container inventory16 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory16 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory19 (UnityEngine.BoxCollider) (inventory19), container inventory19 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory19 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory20 (UnityEngine.BoxCollider) (inventory20), container inventory20 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory20 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory21 (UnityEngine.BoxCollider) (inventory21), container inventory21 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory21 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory11 (UnityEngine.BoxCollider) (inventory11), container inventory11 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory11 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory12 (UnityEngine.BoxCollider) (inventory12), container inventory12 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory12 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory13 (UnityEngine.BoxCollider) (inventory13), container inventory13 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory13 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory14 (UnityEngine.BoxCollider) (inventory14), container inventory14 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory14 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory15 (UnityEngine.BoxCollider) (inventory15), container inventory15 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory15 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schriftrolle (ID 29), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schriftrolle (ID 29), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schriftrolle (ID 29), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Seekarte (ID 192), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_8_p, Moving to coordinates (59.0, 10.0, -71.1)
(60.8, 10.0, -76.3)
(-1.8, 1.5, 4.2)
(2.1, -3.0, 0.5)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route phexcaer-groenvel, distance 17, expected speed 1.275 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TravelRoute: No 'Any' Events found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 10:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
reise2_auerochse_fw
Reise49_Schafe
Reise16_Leiche_fw
JOURNEY: Random encounter at: 389.9977

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 50.02044, cspeed 1.275
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: phexcaer-groenvel
Script:/* if( rollRandom(0,100) < 15 )
  startdlg("Im Sumpf") */


 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 78.13508, cspeed 1.275
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc 100.0478, cspeed 1.275
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 8.309839 ms
Unloading 18 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 2319 unused Assets to reduce memory usage. Loaded Objects now: 20194.
Total: 33.491203 ms (FindLiveObjects: 0.846088 ms CreateObjectMapping: 0.500164 ms MarkObjects: 16.662558 ms  DeleteObjects: 15.064784 ms)

Updating Mapicons for town groenvel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town groenvel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene tavern
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene tavern
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id : checklockout
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 114: byfill
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 117: 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TavernController handleMenuClick Buttonid 58
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[117] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 2: 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[2] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 3: paybill
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[3] dlgResponse 1 = 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 6: random
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 4: incdrunkmod
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

incdrunkmod 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[4] dlgResponse 1 = 8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 8: 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[8] dlgResponse 1 = 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 10: checkinformer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 12: 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[12] dlgResponse 0 = 13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 13: 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[13] dlgResponse 0 = 14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 14: 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[14] dlgResponse 0 = 104
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 104: 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 133: 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 145: informerEncounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[145] dlgResponse 0 = 146
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 146: incdrunkmod
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

incdrunkmod -2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[146] dlgResponse 0 = 147
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 147: checkinformer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 149: replaceRandomName
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[149] dlgResponse 0 = 150
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 150: replaceRandomName
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[150] dlgResponse 0 = 143
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 143: replaceRandomName
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[143] dlgResponse 0 = 132
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 132: checkcash
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 105: checkclose
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 120: byfill
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No companion available for groenvel / 43
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 123: newfill
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 130: 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[130] dlgResponse 2 = 107
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 107: paybill
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[107] dlgResponse 0 = 108
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 108: 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[108] dlgResponse 0 = 109
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 109: nextchar
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 110: checkdrunk
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Drunkmod -2 zechen failed for Fireno
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 111: setdrunk
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[111] dlgResponse 0 = 109
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 109: nextchar
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 110: checkdrunk
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Drunkmod -2 zechen failed for Frija
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 109: nextchar
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 110: checkdrunk
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Drunkmod -2 zechen failed for Luna
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 111: setdrunk
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[111] dlgResponse 0 = 109
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 109: nextchar
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 110: checkdrunk
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Drunkmod -2 zechen failed for Berthold
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 109: nextchar
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 110: checkdrunk
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Drunkmod -2 zechen failed for Ilgar
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 109: nextchar
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 110: checkdrunk
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Drunkmod -2 zechen failed for Tim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 111: setdrunk
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog tavern_1_hl[111] dlgResponse 0 = 109
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 109: nextchar
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Working TavernDlg id 112: 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No companion available for groenvel / 43
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Result of Dialog: 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_9_p, Moving to coordinates (100.1, 4.0, -55.1)
(97.2, 4.0, -55.8)
(0.0, 1.5, 2.0)
(2.1, 2.9, 0.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town groenvel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Room rented
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: herberge.1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 3 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 390.0284 season 2 area general: WeatherForecast[ Clouds none Wind strong Rain none, Temp 3 - 25 = uwsValue 3 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing nonbattle effect betrunken, started at 389.9136, duration 0.4166667, current time 390.3304, so 390.3303 < 390.3304
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect betrunken
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_12_p, Moving to coordinates (107.3, 4.0, -59.3)
(112.8, 4.0, -59.8)
(0.5, 1.6, 4.3)
(2.9, 3.3, 0.7)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town groenvel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing BuildingEvent randomStreet / strasse_Kind1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing strasse_Frau_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog strasse_Frau_hl[1] dlgResponse 3 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing strasse_Frau_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog strasse_Frau_hl[2] dlgResponse 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Result of call to strasse_Kind1 as BuildingEvent of Bld randomStreet: ERR: count 0 < which 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing nonbattle effect betrunken, started at 389.9136, duration 0.4166667, current time 390.3304, so 390.3303 < 390.3304
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: Removing durable effect betrunken
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing nonbattle effect betrunken, started at 389.9136, duration 0.4166667, current time 390.3304, so 390.3303 < 390.3304
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect betrunken
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route phexcaer-groenvel, distance 17, expected speed 1.275 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 10:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
reise2_auerochse_fw
Reise49_Schafe
Reise16_Leiche_fw
JOURNEY: Random encounter at: 390.9946

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 49.9794, cspeed 2.55
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: phexcaer-groenvel
Script:/* if( rollRandom(0,100) < 15 )
  startdlg("Im Sumpf") */


 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc -0.05212634, cspeed 1.275
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 9.496731 ms
Unloading 25 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 688 unused Assets to reduce memory usage. Loaded Objects now: 89185.
Total: 47.040771 ms (FindLiveObjects: 3.314911 ms CreateObjectMapping: 0.383363 ms MarkObjects: 26.550974 ms  DeleteObjects: 16.289434 ms)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Room rented
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: herberge.1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 3 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 391.0012 season 2 area general: WeatherForecast[ Clouds some Wind strong Rain none, Temp 3 - 25 = uwsValue 3 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_14_p, Moving to coordinates (-31.5, 10.1, -97.4)
(-31.5, 10.0, -102.0)
(0.0, 1.6, 3.5)
(2.2, 3.3, 0.5)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town phexcaer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route vilnheim-phexcaer, distance 104, expected speed 1.125 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 10:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
reise2_auerochse_fw
Reise49_Schafe
Reise16_Leiche_fw
JOURNEY: Random encounter at: 391.7356

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 89.99831, cspeed 1.125
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:vilnheim_19
Route: vilnheim-phexcaer
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter Der Info-Barde/none
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 86.55695, cspeed 1.125
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: land
Script:startDialogue("info5_1");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing info5_1_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing info5_1_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 86.19095, cspeed 1.125
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 86.19%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 392.0027 season 2 area general: WeatherForecast[ Clouds some Wind strong Rain none, Temp 3 - 25 = uwsValue 3 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType freshwater found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Eitriger Krötenschemel (ID 62), Weight 4
Herb Gulmondblatt (ID 63), Weight 1
Herb Tarnele (ID 64), Weight 8
Herb Shurinknolle (ID 122), Weight 1
Herb Donfstengel (ID 124), Weight 1
Herb Alraune (ID 126), Weight 1
Herb Ilmenblatt (ID 128), Weight 1
Herb Donfstengel (ID 124), Weight 1
Weight Sum: 29
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 74.99306, cspeed 1.125
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:vilnheim_18
Route: vilnheim-phexcaer
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 73.20109, cspeed 1.125
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 73.2%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 73.2%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 393.0002 season 2 area general: WeatherForecast[ Clouds some Wind strong Rain none, Temp 3 - 25 = uwsValue 3 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType freshwater found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Eitriger Krötenschemel (ID 62), Weight 4
Herb Gulmondblatt (ID 63), Weight 1
Herb Tarnele (ID 64), Weight 8
Herb Shurinknolle (ID 122), Weight 1
Herb Donfstengel (ID 124), Weight 1
Herb Alraune (ID 126), Weight 1
Herb Ilmenblatt (ID 128), Weight 1
Herb Donfstengel (ID 124), Weight 1
Weight Sum: 29
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 73.20109, cspeed 1.125
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: afterrest
Script:startdlg("reise18_wildschweine-nach-rast");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise18_wildschweine-nach-rast_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise18_wildschweine-nach-rast_hl[1] dlgResponse 1 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 10:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
reise2_auerochse_fw
Reise49_Schafe
Reise16_Leiche_fw
JOURNEY: Random encounter at: 393.4525

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter ehrlicher_joerg/none
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 70.11227, cspeed 1.125
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: land
Script:startdlg("info6_1")

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing info6_1_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 64.99776, cspeed 1.125
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: vilnheim-phexcaer
Script:startdlg("reise20_sumpfgebiet");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise20_sumpfgebiet_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise20_sumpfgebiet_hl[1] dlgResponse 0 = 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise20_sumpfgebiet_hl [4]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise20_sumpfgebiet_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise20_sumpfgebiet_hl[2] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 61.99369, cspeed 1.125
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: vilnheim-phexcaer
Script:startDialogue("reise_ToHyggeligRoad_PhexViln");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_ToHyggeligRoad_PhexViln_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 21
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_ToHyggeligRoad_PhexViln_hl [21]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_ToHyggeligRoad_PhexViln_hl[21] dlgResponse 1 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 394.0002 season 2 area general: WeatherForecast[ Clouds some Wind stiff Rain none, Temp 4 - 26 = uwsValue 6 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 10:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
reise2_auerochse_fw
Reise49_Schafe
Reise16_Leiche_fw
JOURNEY: Random encounter at: 394.9187

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 58.73274, cspeed 0.625
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 58.73%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 58.73%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType freshwater found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Eitriger Krötenschemel (ID 62), Weight 4
Herb Gulmondblatt (ID 63), Weight 1
Herb Tarnele (ID 64), Weight 8
Herb Shurinknolle (ID 122), Weight 1
Herb Donfstengel (ID 124), Weight 1
Herb Alraune (ID 126), Weight 1
Herb Ilmenblatt (ID 128), Weight 1
Herb Donfstengel (ID 124), Weight 1
Weight Sum: 29
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 0
Current total party hunger 288
Ration Hungermod is -20
Total Hunger 288 > 20, sating partly
Sating [PlayerChar 'Fireno'] CHunger 48, HungerLeft 20 Modification -48
Sating [PlayerChar 'Frija'] CHunger 48, HungerLeft -28 Modification -48
Sating [PlayerChar 'Luna'] CHunger 48, HungerLeft -76 Modification -48
Sating [PlayerChar 'Berthold'] CHunger 48, HungerLeft -124 Modification -48
Sating [PlayerChar 'Ilgar'] CHunger 48, HungerLeft -172 Modification -48
Sating [PlayerChar 'Tim'] CHunger 48, HungerLeft -220 Modification -48
Remaining Ration value -268 not enough to make a full ration with 20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Choosing random fight with prefix: camp_road
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle camp_road_5 in Scene wegkampf_rast2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (0/12) (0/13) (0/14) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (1/12) (1/13) (1/14) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (2/12) (2/13) (2/14) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (3/12) (3/13) (3/14) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (4/12) (4/13) (4/14) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (5/12) (5/13) (5/14) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (6/12) (6/13) (6/14) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (7/12) (7/13) (7/14) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (8/12) (8/13) (8/14) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (9/12) (9/13) (9/14) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (10/12) (10/13) (10/14) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (11/12) (11/13) (11/14) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (12/12) (12/13) (12/14) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (13/12) (13/13) (13/14) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (14/12) (14/13) (14/14) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 69) to delayed spawn queue. spawnRound: 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/12)
Maximum Distance for approach is 5
Checking position (3/13) viable, distance 1, count 0
Checking position (4/13) viable, distance 2, count 2
Checking position (4/12) viable, distance 1, count 2
Checking position (4/11) viable, distance 2, count 1
Checking position (2/11) viable, distance 2, count 1
Checking position (2/12) viable, distance 1, count 0
Checking position (2/13) viable, distance 2, count 0
Checking position (3/14) viable, distance 2, count 1
Checking position (4/14) viable, distance 3, count 2
Checking position (2/14) viable, distance 3, count 0
Checking position (5/14) viable, distance 4, count 2
Checking position (5/13) viable, distance 3, count 2
Checking position (5/12) viable, distance 2, count 2
Checking position (5/11) viable, distance 3, count 2
Checking position (5/10) viable, distance 4, count 2
Checking position (4/10) viable, distance 3, count 1
Checking position (3/10) viable, distance 4, count 1
Checking position (2/10) viable, distance 3, count 0
Checking position (1/10) viable, distance 4, count 1
Checking position (1/11) viable, distance 3, count 1
Checking position (1/12) viable, distance 2, count 2
Checking position (1/13) viable, distance 3, count 1
Checking position (1/14) viable, distance 4, count 0
Checking position (6/14) viable, distance 5, count 2
Checking position (6/13) viable, distance 4, count 3
Checking position (6/12) viable, distance 3, count 3
Checking position (6/11) viable, distance 4, count 3
Checking position (6/10) viable, distance 5, count 3
Checking position (6/9) viable, distance 6, count 3
Checking position (5/9) viable, distance 5, count 3
Checking position (4/9) viable, distance 4, count 1
Checking position (3/9) viable, distance 5, count 0
Checking position (2/9) viable, distance 4, count 0
Checking position (1/9) viable, distance 5, count 1
Checking position (0/9) viable, distance 6, count 3
Checking position (0/10) viable, distance 5, count 2
Checking position (0/11) viable, distance 4, count 2
Checking position (0/12) viable, distance 3, count 2
Checking position (0/13) viable, distance 4, count 1
Checking position (0/14) viable, distance 5, count 2
Checking position (7/14) viable, distance 6, count 3
Checking position (7/13) viable, distance 5, count 3
Checking position (7/12) viable, distance 4, count 3
Checking position (7/11) viable, distance 5, count 2
Checking position (7/10) viable, distance 6, count 3
Checking position (7/9) viable, distance 7, count 2
Checking position (7/8) viable, distance 8, count 3
Checking position (6/8) viable, distance 7, count 4
Checking position (5/8) viable, distance 6, count 3
Checking position (4/8) viable, distance 5, count 1
found 42 viable fields
Top 1: Pos(6/12) / Dist 3 / Targets 3
Top 2: Pos(6/13) / Dist 4 / Targets 3
Top 3: Pos(7/12) / Dist 4 / Targets 3
Top 4: Pos(6/11) / Dist 4 / Targets 3
Top 5: Pos(6/10) / Dist 5 / Targets 3
Top 6: Pos(5/9) / Dist 5 / Targets 3
Top 7: Pos(7/13) / Dist 5 / Targets 3
Top 8: Pos(4/12) / Dist 1 / Targets 2
Top 9: Pos(1/12) / Dist 2 / Targets 2
Top 10: Pos(4/13) / Dist 2 / Targets 2
found at least one field to move to (6/12), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (4/12) to (6/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(6/5) / Dist7 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(4/5) / Dist7 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(5/3) / Dist9 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (3/10) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/5) cost is 10
Calculating cost to destination (4/4) cost is 10
Calculating cost to destination (5/5) cost is 8
Calculating cost to destination (4/6) cost is 8
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (6/3) cost is 11
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (5/5) cost is 8
Calculating cost to destination (6/4) cost is 10
Calculating cost to destination (7/5) cost is 10
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (3/1) cost is 14
Calculating cost to destination (4/2) cost is 12
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (4/2) cost is 12
Calculating cost to destination (5/1) cost is 14
Calculating cost to destination (6/2) cost is 12
Calculating cost to destination (1/2) cost is 11
Calculating cost to destination (2/1) cost is 13
Calculating cost to destination (2/3) cost is 11
found 20 valid attack positions, closest at (4/6) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/6) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/6) cost is 6
Calculating cost to destination (5/6) cost is 2
Calculating cost to destination (5/12) cost is 8
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (7/12) cost is 8
Calculating cost to destination (6/13) cost is 10
found 6 valid attack positions, closest at (5/6) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/3) to (4/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/6) cost is 6
Calculating cost to destination (5/12) cost is 12
Calculating cost to destination (6/11) cost is 10
Calculating cost to destination (7/12) cost is 12
Calculating cost to destination (6/13) cost is 14
found 5 valid attack positions, closest at (3/6) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (2/3) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/6) cost is 5
Calculating cost to destination (5/12) cost is 15
Calculating cost to destination (6/11) cost is 15
Calculating cost to destination (7/12) cost is 17
Calculating cost to destination (6/13) cost is 17
found 5 valid attack positions, closest at (3/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/2) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/12) cost is 14
Calculating cost to destination (6/11) cost is 12
Calculating cost to destination (7/12) cost is 14
Calculating cost to destination (6/13) cost is 16
found 4 valid attack positions, closest at (6/11) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Räuber is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (5/4) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/12) cost is 11
Calculating cost to destination (6/11) cost is 9
Calculating cost to destination (7/12) cost is 11
Calculating cost to destination (6/13) cost is 13
found 4 valid attack positions, closest at (6/11) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/7) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(5/6) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (3/5) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/12) cost is 15
Calculating cost to destination (6/11) cost is 15
Calculating cost to destination (7/12) cost is 17
Calculating cost to destination (6/13) cost is 17
found 4 valid attack positions, closest at (6/11) (dist: 15), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (5/4) to (2/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/12) cost is 17
Calculating cost to destination (6/11) cost is 17
Calculating cost to destination (7/12) cost is 19
Calculating cost to destination (6/13) cost is 19
found 4 valid attack positions, closest at (6/11) (dist: 17), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/8) to (6/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/12) cost is 6
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (7/12) cost is 6
Calculating cost to destination (6/13) cost is 8
found 4 valid attack positions, closest at (6/11) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/12)
Maximum Distance for approach is 5
Checking position (6/13) viable, distance 1, count 0
Checking position (7/13) viable, distance 2, count 1
Checking position (7/12) viable, distance 1, count 1
Checking position (7/11) viable, distance 2, count 1
Checking position (5/11) viable, distance 2, count 1
Checking position (5/12) viable, distance 1, count 1
Checking position (5/13) viable, distance 2, count 2
Checking position (6/14) viable, distance 2, count 0
Checking position (7/14) viable, distance 3, count 0
Checking position (5/14) viable, distance 3, count 1
Checking position (8/14) viable, distance 4, count 2
Checking position (8/13) viable, distance 3, count 2
Checking position (8/12) viable, distance 2, count 2
Checking position (8/11) viable, distance 3, count 2
Checking position (8/10) viable, distance 4, count 2
Checking position (7/10) viable, distance 3, count 1
Checking position (6/10) viable, distance 4, count 1
Checking position (5/10) viable, distance 3, count 1
Checking position (4/10) viable, distance 4, count 2
Checking position (4/11) viable, distance 3, count 2
Checking position (4/12) viable, distance 2, count 2
Checking position (4/13) viable, distance 3, count 2
Checking position (4/14) viable, distance 4, count 2
Checking position (9/14) viable, distance 5, count 2
Checking position (9/13) viable, distance 4, count 2
Checking position (9/12) viable, distance 3, count 2
Checking position (9/11) viable, distance 4, count 2
Checking position (9/10) viable, distance 5, count 2
Checking position (9/9) viable, distance 6, count 2
Checking position (8/9) viable, distance 5, count 2
Checking position (7/9) viable, distance 4, count 2
Checking position (6/9) viable, distance 5, count 2
Checking position (5/9) viable, distance 4, count 2
Checking position (4/9) viable, distance 5, count 2
Checking position (3/9) viable, distance 6, count 1
Checking position (3/10) viable, distance 5, count 1
Checking position (3/11) viable, distance 4, count 2
Checking position (3/12) viable, distance 3, count 2
Checking position (3/13) viable, distance 4, count 2
Checking position (3/14) viable, distance 5, count 2
Checking position (10/14) viable, distance 6, count 2
Checking position (10/13) viable, distance 5, count 2
Checking position (10/12) viable, distance 4, count 2
Checking position (10/9) viable, distance 7, count 1
Checking position (10/8) viable, distance 8, count 1
Checking position (9/8) viable, distance 7, count 1
Checking position (8/8) viable, distance 6, count 1
Checking position (7/8) viable, distance 5, count 2
Checking position (6/8) viable, distance 6, count 2
Checking position (5/8) viable, distance 5, count 2
found 47 viable fields
Top 1: Pos(8/12) / Dist 2 / Targets 2
Top 2: Pos(5/13) / Dist 2 / Targets 2
Top 3: Pos(4/12) / Dist 2 / Targets 2
Top 4: Pos(8/13) / Dist 3 / Targets 2
Top 5: Pos(8/11) / Dist 3 / Targets 2
Top 6: Pos(4/11) / Dist 3 / Targets 2
Top 7: Pos(4/13) / Dist 3 / Targets 2
Top 8: Pos(9/12) / Dist 3 / Targets 2
Top 9: Pos(3/12) / Dist 3 / Targets 2
Top 10: Pos(4/14) / Dist 4 / Targets 2
found at least one field to move to (8/12), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (7/12) to (8/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/11) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(5/6) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/4) to (4/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/12) cost is 13
Calculating cost to destination (8/11) cost is 13
Calculating cost to destination (9/12) cost is 15
Calculating cost to destination (8/13) cost is 15
found 4 valid attack positions, closest at (8/11) (dist: 13), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/11) to (8/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/12) cost is 2
Calculating cost to destination (8/11) cost is 2
Calculating cost to destination (9/12) cost is 4
Calculating cost to destination (8/13) cost is 4
found 4 valid attack positions, closest at (8/11) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (2/6) to (2/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/12) cost is 14
Calculating cost to destination (9/12) cost is 16
Calculating cost to destination (8/13) cost is 16
found 3 valid attack positions, closest at (7/12) (dist: 14), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/8) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/5) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/12) cost is 11
Calculating cost to destination (9/12) cost is 13
Calculating cost to destination (8/13) cost is 13
found 3 valid attack positions, closest at (7/12) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (3/8) to (5/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/12) cost is 9
Calculating cost to destination (9/12) cost is 11
Calculating cost to destination (8/13) cost is 11
found 3 valid attack positions, closest at (7/12) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Fireno on Position 1Adding Char Räuber on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/6) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/12) cost is 9
Calculating cost to destination (9/12) cost is 11
Calculating cost to destination (8/13) cost is 11
found 3 valid attack positions, closest at (7/12) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/11) to (7/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/12) cost is 4
Calculating cost to destination (9/12) cost is 6
Calculating cost to destination (8/13) cost is 6
found 3 valid attack positions, closest at (7/12) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Räuber on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (8/12)
Maximum Distance for approach is 5
Checking position (8/13) viable, distance 1, count 0
Checking position (9/13) viable, distance 2, count 2
Checking position (9/12) viable, distance 1, count 0
Checking position (9/11) viable, distance 2, count 1
Checking position (7/13) viable, distance 2, count 0
Checking position (8/14) viable, distance 2, count 1
Checking position (9/14) viable, distance 3, count 1
Checking position (7/14) viable, distance 3, count 1
Checking position (10/14) viable, distance 4, count 2
Checking position (10/13) viable, distance 3, count 2
Checking position (10/12) viable, distance 2, count 2
Checking position (9/10) viable, distance 3, count 1
Checking position (8/10) viable, distance 4, count 1
Checking position (6/12) viable, distance 4, count 0
Checking position (6/13) viable, distance 3, count 0
Checking position (6/14) viable, distance 4, count 1
Checking position (11/14) viable, distance 5, count 3
Checking position (11/13) viable, distance 4, count 2
Checking position (11/12) viable, distance 3, count 1
Checking position (10/9) viable, distance 5, count 2
Checking position (9/9) viable, distance 4, count 2
Checking position (8/9) viable, distance 5, count 3
Checking position (7/9) viable, distance 6, count 3
Checking position (7/10) viable, distance 5, count 2
Checking position (7/11) viable, distance 6, count 2
Checking position (5/11) viable, distance 6, count 2
Checking position (5/12) viable, distance 5, count 4
Checking position (5/13) viable, distance 4, count 3
Checking position (5/14) viable, distance 5, count 3
Checking position (12/14) viable, distance 6, count 2
Checking position (12/13) viable, distance 5, count 1
Checking position (12/12) viable, distance 4, count 1
Checking position (12/11) viable, distance 5, count 0
Checking position (11/9) viable, distance 6, count 0
Checking position (11/8) viable, distance 7, count 1
Checking position (10/8) viable, distance 6, count 1
Checking position (9/8) viable, distance 5, count 1
Checking position (8/8) viable, distance 6, count 3
Checking position (7/8) viable, distance 7, count 2
Checking position (6/8) viable, distance 8, count 2
Checking position (6/9) viable, distance 7, count 4
Checking position (6/10) viable, distance 6, count 3
Checking position (5/10) viable, distance 7, count 3
Checking position (4/10) viable, distance 8, count 3
Checking position (4/11) viable, distance 7, count 3
Checking position (4/12) viable, distance 6, count 4
Checking position (4/13) viable, distance 5, count 3
Checking position (4/14) viable, distance 6, count 3
Checking position (13/14) viable, distance 7, count 1
Checking position (13/13) viable, distance 6, count 1
found 43 viable fields
Top 1: Pos(5/12) / Dist 5 / Targets 4
Top 2: Pos(5/13) / Dist 4 / Targets 3
Top 3: Pos(11/14) / Dist 5 / Targets 3
Top 4: Pos(8/9) / Dist 5 / Targets 3
Top 5: Pos(5/14) / Dist 5 / Targets 3
Top 6: Pos(4/13) / Dist 5 / Targets 3
Top 7: Pos(9/13) / Dist 2 / Targets 2
Top 8: Pos(10/12) / Dist 2 / Targets 2
Top 9: Pos(10/13) / Dist 3 / Targets 2
Top 10: Pos(11/13) / Dist 4 / Targets 2
found at least one field to move to (5/12), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (7/13) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/12) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(8/11) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(6/7) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(5/6) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(8/11) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/7) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(5/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/8) to (6/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/12) cost is 7
Calculating cost to destination (5/11) cost is 5
Calculating cost to destination (6/12) cost is 11
Calculating cost to destination (5/13) cost is 9
Calculating cost to destination (5/11) cost is 5
Calculating cost to destination (6/10) cost is 3
Calculating cost to destination (7/11) cost is 5
Calculating cost to destination (6/12) cost is 11
found 8 valid attack positions, closest at (6/10) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/12) to (6/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/12) cost is 5
Calculating cost to destination (5/11) cost is 7
Calculating cost to destination (6/12) cost is 1
Calculating cost to destination (5/13) cost is 3
Calculating cost to destination (5/11) cost is 7
Calculating cost to destination (7/11) cost is 1
Calculating cost to destination (6/12) cost is 1
found 7 valid attack positions, closest at (6/12) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/11) to (7/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/12) cost is 7
Calculating cost to destination (5/11) cost is 7
Calculating cost to destination (5/13) cost is 5
Calculating cost to destination (5/11) cost is 7
Calculating cost to destination (7/11) cost is 1
found 5 valid attack positions, closest at (7/11) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Räuber on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/6) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/11)
Maximum Distance for approach is 5
Checking position (5/10) viable, distance 2, count 2
Checking position (5/11) viable, distance 1, count 1
Checking position (6/9) viable, distance 4, count 1
Checking position (5/9) viable, distance 3, count 1
Checking position (4/9) viable, distance 4, count 3
Checking position (4/10) viable, distance 3, count 3
Checking position (4/11) viable, distance 2, count 3
Checking position (4/12) viable, distance 3, count 2
Checking position (7/10) viable, distance 6, count 1
Checking position (7/9) viable, distance 5, count 2
Checking position (7/8) viable, distance 6, count 3
Checking position (6/8) viable, distance 5, count 3
Checking position (5/8) viable, distance 4, count 2
Checking position (4/8) viable, distance 5, count 2
Checking position (3/8) viable, distance 6, count 2
Checking position (3/9) viable, distance 5, count 2
Checking position (3/10) viable, distance 4, count 2
Checking position (3/11) viable, distance 3, count 2
Checking position (3/12) viable, distance 4, count 2
Checking position (4/13) viable, distance 4, count 2
Checking position (5/13) viable, distance 5, count 0
Checking position (3/13) viable, distance 5, count 2
Checking position (8/11) viable, distance 8, count 1
Checking position (8/10) viable, distance 7, count 2
Checking position (8/9) viable, distance 6, count 3
Checking position (8/8) viable, distance 7, count 2
Checking position (6/7) viable, distance 6, count 2
Checking position (5/7) viable, distance 5, count 1
Checking position (2/8) viable, distance 7, count 2
Checking position (2/9) viable, distance 6, count 2
Checking position (2/10) viable, distance 5, count 2
Checking position (2/11) viable, distance 4, count 1
Checking position (2/12) viable, distance 5, count 1
Checking position (2/13) viable, distance 6, count 2
Checking position (4/14) viable, distance 5, count 2
Checking position (5/14) viable, distance 6, count 1
Checking position (3/14) viable, distance 6, count 3
Checking position (6/14) viable, distance 7, count 2
Checking position (6/13) viable, distance 6, count 0
Checking position (2/14) viable, distance 7, count 3
Checking position (9/11) viable, distance 9, count 4
Checking position (9/10) viable, distance 8, count 3
Checking position (9/9) viable, distance 7, count 3
Checking position (9/8) viable, distance 8, count 2
Checking position (7/6) viable, distance 8, count 2
Checking position (6/6) viable, distance 7, count 2
Checking position (1/7) viable, distance 9, count 2
Checking position (1/8) viable, distance 8, count 2
Checking position (1/9) viable, distance 7, count 2
Checking position (1/10) viable, distance 6, count 1
found 48 viable fields
Top 1: Pos(4/11) / Dist 2 / Targets 3
Top 2: Pos(4/10) / Dist 3 / Targets 3
Top 3: Pos(4/9) / Dist 4 / Targets 3
Top 4: Pos(6/8) / Dist 5 / Targets 3
Top 5: Pos(5/10) / Dist 2 / Targets 2
Top 6: Pos(3/11) / Dist 3 / Targets 2
Top 7: Pos(4/12) / Dist 3 / Targets 2
Top 8: Pos(3/12) / Dist 4 / Targets 2
Top 9: Pos(5/8) / Dist 4 / Targets 2
Top 10: Pos(3/10) / Dist 4 / Targets 2
found at least one field to move to (4/11), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (5/11) to (4/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/12) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(7/11) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(5/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/10) to (4/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/12) cost is 6
Calculating cost to destination (5/11) cost is 2
Calculating cost to destination (5/13) cost is 8
Calculating cost to destination (3/11) cost is 4
Calculating cost to destination (4/10) cost is 2
Calculating cost to destination (5/11) cost is 2
Calculating cost to destination (4/12) cost is 6
found 7 valid attack positions, closest at (4/10) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/11) to (5/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/12) cost is 6
Calculating cost to destination (5/11) cost is 2
Calculating cost to destination (5/13) cost is 4
Calculating cost to destination (3/11) cost is 8
Calculating cost to destination (5/11) cost is 2
Calculating cost to destination (4/12) cost is 6
found 6 valid attack positions, closest at (5/11) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Fireno on Position 1Adding Char Räuber on Position 2Adding Char Räuber on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (5/12)
Maximum Distance for approach is 5
Checking position (5/13) viable, distance 1, count 0
Checking position (6/13) viable, distance 2, count 0
Checking position (4/12) viable, distance 1, count 0
Checking position (4/13) viable, distance 2, count 2
Checking position (5/14) viable, distance 2, count 1
Checking position (6/14) viable, distance 3, count 1
Checking position (4/14) viable, distance 3, count 1
Checking position (7/14) viable, distance 4, count 2
Checking position (7/13) viable, distance 3, count 1
Checking position (7/12) viable, distance 4, count 1
Checking position (3/11) viable, distance 3, count 1
Checking position (3/12) viable, distance 2, count 2
Checking position (3/13) viable, distance 3, count 1
Checking position (3/14) viable, distance 4, count 2
Checking position (8/14) viable, distance 5, count 2
Checking position (8/13) viable, distance 4, count 2
Checking position (8/12) viable, distance 5, count 3
Checking position (8/11) viable, distance 6, count 4
Checking position (7/11) viable, distance 5, count 3
Checking position (6/11) viable, distance 6, count 1
Checking position (3/10) viable, distance 4, count 0
Checking position (2/10) viable, distance 5, count 1
Checking position (2/11) viable, distance 4, count 1
Checking position (2/12) viable, distance 3, count 1
Checking position (2/13) viable, distance 4, count 3
Checking position (2/14) viable, distance 5, count 4
Checking position (9/14) viable, distance 6, count 2
Checking position (9/13) viable, distance 5, count 2
Checking position (9/12) viable, distance 6, count 4
Checking position (9/11) viable, distance 7, count 4
Checking position (9/10) viable, distance 8, count 4
Checking position (8/10) viable, distance 7, count 4
Checking position (7/10) viable, distance 6, count 4
Checking position (6/10) viable, distance 7, count 3
Checking position (5/10) viable, distance 8, count 1
Checking position (4/9) viable, distance 6, count 1
Checking position (3/9) viable, distance 5, count 0
Checking position (2/9) viable, distance 6, count 1
Checking position (1/9) viable, distance 7, count 1
Checking position (1/10) viable, distance 6, count 1
Checking position (1/11) viable, distance 5, count 1
Checking position (1/12) viable, distance 4, count 1
Checking position (1/13) viable, distance 5, count 2
Checking position (1/14) viable, distance 6, count 2
Checking position (10/14) viable, distance 7, count 2
Checking position (10/13) viable, distance 6, count 3
Checking position (10/12) viable, distance 7, count 4
Checking position (9/9) viable, distance 9, count 4
Checking position (8/9) viable, distance 8, count 4
Checking position (7/9) viable, distance 7, count 4
found 45 viable fields
Top 1: Pos(2/14) / Dist 5 / Targets 4
Top 2: Pos(2/13) / Dist 4 / Targets 3
Top 3: Pos(8/12) / Dist 5 / Targets 3
Top 4: Pos(7/11) / Dist 5 / Targets 3
Top 5: Pos(4/13) / Dist 2 / Targets 2
Top 6: Pos(3/12) / Dist 2 / Targets 2
Top 7: Pos(8/13) / Dist 4 / Targets 2
Top 8: Pos(3/14) / Dist 4 / Targets 2
Top 9: Pos(7/14) / Dist 4 / Targets 2
Top 10: Pos(8/14) / Dist 5 / Targets 2
found at least one field to move to (2/14), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (4/12) to (2/14), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/11) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/12) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(4/10) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(5/6) / Dist8 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (4/11)
Maximum Distance for approach is 5
Checking position (4/12) viable, distance 1, count 1
Checking position (5/12) viable, distance 2, count 0
Checking position (3/10) viable, distance 2, count 0
Checking position (3/11) viable, distance 1, count 1
Checking position (3/12) viable, distance 2, count 3
Checking position (4/13) viable, distance 2, count 2
Checking position (5/13) viable, distance 3, count 1
Checking position (3/13) viable, distance 3, count 2
Checking position (6/13) viable, distance 4, count 0
Checking position (4/9) viable, distance 4, count 1
Checking position (3/9) viable, distance 3, count 0
Checking position (2/9) viable, distance 4, count 1
Checking position (2/10) viable, distance 3, count 1
Checking position (2/11) viable, distance 2, count 1
Checking position (2/12) viable, distance 3, count 2
Checking position (2/13) viable, distance 4, count 4
Checking position (4/14) viable, distance 3, count 2
Checking position (5/14) viable, distance 4, count 2
Checking position (3/14) viable, distance 4, count 2
Checking position (6/14) viable, distance 5, count 2
Checking position (7/14) viable, distance 6, count 2
Checking position (7/13) viable, distance 5, count 1
Checking position (7/12) viable, distance 6, count 1
Checking position (5/10) viable, distance 6, count 1
Checking position (5/9) viable, distance 5, count 3
Checking position (5/8) viable, distance 6, count 4
Checking position (4/8) viable, distance 5, count 2
Checking position (3/8) viable, distance 4, count 1
Checking position (2/8) viable, distance 5, count 1
Checking position (1/8) viable, distance 6, count 1
Checking position (1/9) viable, distance 5, count 1
Checking position (1/10) viable, distance 4, count 1
Checking position (1/11) viable, distance 3, count 2
Checking position (1/12) viable, distance 4, count 2
Checking position (1/13) viable, distance 5, count 3
Checking position (1/14) viable, distance 6, count 2
Checking position (8/14) viable, distance 7, count 2
Checking position (8/13) viable, distance 6, count 2
Checking position (8/12) viable, distance 7, count 3
Checking position (8/11) viable, distance 8, count 4
Checking position (7/11) viable, distance 7, count 3
Checking position (6/11) viable, distance 8, count 1
Checking position (6/10) viable, distance 7, count 3
Checking position (6/9) viable, distance 6, count 4
Checking position (6/8) viable, distance 7, count 4
Checking position (6/7) viable, distance 8, count 3
Checking position (5/7) viable, distance 7, count 3
Checking position (1/7) viable, distance 7, count 1
Checking position (0/7) viable, distance 8, count 2
Checking position (0/8) viable, distance 7, count 1
found 46 viable fields
Top 1: Pos(2/13) / Dist 4 / Targets 4
Top 2: Pos(3/12) / Dist 2 / Targets 3
Top 3: Pos(5/9) / Dist 5 / Targets 3
Top 4: Pos(1/13) / Dist 5 / Targets 3
Top 5: Pos(4/13) / Dist 2 / Targets 2
Top 6: Pos(4/14) / Dist 3 / Targets 2
Top 7: Pos(2/12) / Dist 3 / Targets 2
Top 8: Pos(1/11) / Dist 3 / Targets 2
Top 9: Pos(3/13) / Dist 3 / Targets 2
Top 10: Pos(1/12) / Dist 4 / Targets 2
found at least one field to move to (2/13), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (3/12) to (2/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(4/10) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/11) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(6/12) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(5/6) / Dist7 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (3/11) to (3/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/14) cost is 7
Calculating cost to destination (3/14) cost is 5
Calculating cost to destination (1/13) cost is 6
Calculating cost to destination (2/12) cost is 4
Calculating cost to destination (3/13) cost is 4
found 5 valid attack positions, closest at (2/12) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (5/12) to (2/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/14) cost is 7
Calculating cost to destination (3/14) cost is 5
Calculating cost to destination (1/13) cost is 6
Calculating cost to destination (2/12) cost is 4
Calculating cost to destination (3/13) cost is 4
found 5 valid attack positions, closest at (2/12) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (4/12) to (3/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/14) cost is 9
Calculating cost to destination (3/14) cost is 5
Calculating cost to destination (1/13) cost is 8
Calculating cost to destination (3/13) cost is 4
found 4 valid attack positions, closest at (3/13) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Räuber on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (2/14)
Maximum Distance for approach is 5
Checking position (3/14) viable, distance 1, count 0
Checking position (1/13) viable, distance 2, count 0
Checking position (1/14) viable, distance 1, count 1
Checking position (4/14) viable, distance 2, count 2
Checking position (4/13) viable, distance 3, count 2
Checking position (1/12) viable, distance 3, count 0
Checking position (0/12) viable, distance 4, count 2
Checking position (0/13) viable, distance 3, count 1
Checking position (0/14) viable, distance 2, count 1
Checking position (5/14) viable, distance 3, count 3
Checking position (5/13) viable, distance 4, count 4
Checking position (5/12) viable, distance 5, count 4
Checking position (4/12) viable, distance 4, count 2
Checking position (3/12) viable, distance 5, count 0
Checking position (2/11) viable, distance 5, count 0
Checking position (1/11) viable, distance 4, count 1
Checking position (0/11) viable, distance 5, count 2
Checking position (6/14) viable, distance 4, count 3
Checking position (6/13) viable, distance 5, count 4
Checking position (6/12) viable, distance 6, count 4
Checking position (6/11) viable, distance 7, count 4
Checking position (5/11) viable, distance 6, count 4
Checking position (4/11) viable, distance 5, count 2
Checking position (3/10) viable, distance 7, count 0
Checking position (2/10) viable, distance 6, count 2
Checking position (1/10) viable, distance 5, count 2
Checking position (0/10) viable, distance 6, count 2
Checking position (7/14) viable, distance 5, count 4
Checking position (7/13) viable, distance 6, count 4
Checking position (7/12) viable, distance 7, count 4
Checking position (7/11) viable, distance 8, count 4
Checking position (7/10) viable, distance 9, count 4
Checking position (6/10) viable, distance 8, count 3
Checking position (5/10) viable, distance 7, count 3
Checking position (4/10) viable, distance 6, count 2
Checking position (4/9) viable, distance 7, count 3
Checking position (3/9) viable, distance 8, count 2
Checking position (2/9) viable, distance 7, count 3
Checking position (1/9) viable, distance 6, count 2
Checking position (0/9) viable, distance 7, count 2
Checking position (8/14) viable, distance 6, count 4
Checking position (8/13) viable, distance 7, count 4
Checking position (8/12) viable, distance 8, count 4
Checking position (8/11) viable, distance 9, count 4
Checking position (6/9) viable, distance 9, count 3
Checking position (5/9) viable, distance 8, count 3
Checking position (5/8) viable, distance 9, count 3
Checking position (4/8) viable, distance 8, count 1
Checking position (3/8) viable, distance 9, count 2
Checking position (2/8) viable, distance 8, count 2
found 44 viable fields
Top 1: Pos(5/13) / Dist 4 / Targets 4
Top 2: Pos(5/12) / Dist 5 / Targets 4
Top 3: Pos(7/14) / Dist 5 / Targets 4
Top 4: Pos(6/13) / Dist 5 / Targets 4
Top 5: Pos(5/14) / Dist 3 / Targets 3
Top 6: Pos(6/14) / Dist 4 / Targets 3
Top 7: Pos(4/14) / Dist 2 / Targets 2
Top 8: Pos(4/13) / Dist 3 / Targets 2
Top 9: Pos(4/12) / Dist 4 / Targets 2
Top 10: Pos(0/12) / Dist 4 / Targets 2
found at least one field to move to (5/13), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (3/14) to (5/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(3/11) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/13) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(2/12) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(5/6) / Dist7 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (2/13)
Maximum Distance for approach is 5
Checking position (2/14) viable, distance 1, count 0
Checking position (3/14) viable, distance 2, count 0
Checking position (1/12) viable, distance 2, count 0
Checking position (1/13) viable, distance 1, count 0
Checking position (1/14) viable, distance 2, count 2
Checking position (4/14) viable, distance 3, count 2
Checking position (4/13) viable, distance 4, count 2
Checking position (2/11) viable, distance 4, count 0
Checking position (1/11) viable, distance 3, count 1
Checking position (0/11) viable, distance 4, count 2
Checking position (0/12) viable, distance 3, count 2
Checking position (0/13) viable, distance 2, count 1
Checking position (0/14) viable, distance 3, count 1
Checking position (5/14) viable, distance 4, count 2
Checking position (5/12) viable, distance 6, count 4
Checking position (4/12) viable, distance 5, count 2
Checking position (3/12) viable, distance 6, count 0
Checking position (3/10) viable, distance 6, count 0
Checking position (2/10) viable, distance 5, count 2
Checking position (1/10) viable, distance 4, count 2
Checking position (0/10) viable, distance 5, count 2
Checking position (6/14) viable, distance 5, count 2
Checking position (6/13) viable, distance 6, count 2
Checking position (6/12) viable, distance 7, count 4
Checking position (6/11) viable, distance 8, count 4
Checking position (5/11) viable, distance 7, count 4
Checking position (4/11) viable, distance 6, count 2
Checking position (4/10) viable, distance 7, count 2
Checking position (4/9) viable, distance 8, count 3
Checking position (3/9) viable, distance 7, count 2
Checking position (2/9) viable, distance 6, count 3
Checking position (1/9) viable, distance 5, count 2
Checking position (0/9) viable, distance 6, count 2
Checking position (7/14) viable, distance 6, count 2
Checking position (7/13) viable, distance 7, count 2
Checking position (7/12) viable, distance 8, count 4
Checking position (7/11) viable, distance 9, count 4
Checking position (6/10) viable, distance 9, count 3
Checking position (5/10) viable, distance 8, count 3
Checking position (5/9) viable, distance 9, count 3
Checking position (4/8) viable, distance 9, count 1
Checking position (3/8) viable, distance 8, count 2
Checking position (2/8) viable, distance 7, count 2
Checking position (1/8) viable, distance 6, count 3
Checking position (0/8) viable, distance 7, count 2
Checking position (8/14) viable, distance 7, count 2
Checking position (8/13) viable, distance 8, count 2
Checking position (8/12) viable, distance 9, count 3
Checking position (1/7) viable, distance 7, count 3
Checking position (0/7) viable, distance 8, count 3
found 43 viable fields
Top 1: Pos(1/14) / Dist 2 / Targets 2
Top 2: Pos(0/12) / Dist 3 / Targets 2
Top 3: Pos(4/14) / Dist 3 / Targets 2
Top 4: Pos(1/10) / Dist 4 / Targets 2
Top 5: Pos(5/14) / Dist 4 / Targets 2
Top 6: Pos(4/13) / Dist 4 / Targets 2
Top 7: Pos(0/11) / Dist 4 / Targets 2
Top 8: Pos(2/10) / Dist 5 / Targets 2
Top 9: Pos(1/9) / Dist 5 / Targets 2
Top 10: Pos(6/14) / Dist 5 / Targets 2
found at least one field to move to (1/14), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (1/14) to (1/14), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(2/12) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(3/13) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (2/13) to (2/14), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/13) cost is 3
Calculating cost to destination (5/12) cost is 3
Calculating cost to destination (6/13) cost is 5
Calculating cost to destination (5/14) cost is 5
Calculating cost to destination (0/14) cost is 4
Calculating cost to destination (1/13) cost is 2
Calculating cost to destination (2/14) cost is 2
found 7 valid attack positions, closest at (2/14) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/11) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/13) cost is 3
Calculating cost to destination (5/12) cost is 3
Calculating cost to destination (6/13) cost is 5
Calculating cost to destination (5/14) cost is 5
Calculating cost to destination (0/14) cost is 6
Calculating cost to destination (1/13) cost is 4
found 6 valid attack positions, closest at (5/12) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (4/13) to (4/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/13) cost is 1
Calculating cost to destination (6/13) cost is 5
Calculating cost to destination (5/14) cost is 3
Calculating cost to destination (0/14) cost is 4
Calculating cost to destination (1/13) cost is 2
found 5 valid attack positions, closest at (4/13) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (1/14)
Maximum Distance for approach is 5
Checking position (2/13) viable, distance 2, count 3
Checking position (1/13) viable, distance 1, count 2
Checking position (0/13) viable, distance 2, count 3
Checking position (0/14) viable, distance 1, count 0
Checking position (3/14) viable, distance 4, count 1
Checking position (3/13) viable, distance 3, count 1
Checking position (3/12) viable, distance 4, count 3
Checking position (2/12) viable, distance 3, count 3
Checking position (1/12) viable, distance 2, count 3
Checking position (0/12) viable, distance 3, count 3
Checking position (4/14) viable, distance 5, count 1
Checking position (4/12) viable, distance 5, count 2
Checking position (4/11) viable, distance 6, count 3
Checking position (3/11) viable, distance 5, count 4
Checking position (2/11) viable, distance 4, count 3
Checking position (1/11) viable, distance 3, count 3
Checking position (0/11) viable, distance 4, count 3
Checking position (5/14) viable, distance 6, count 1
Checking position (5/11) viable, distance 7, count 2
Checking position (5/10) viable, distance 8, count 4
Checking position (4/10) viable, distance 7, count 4
Checking position (3/10) viable, distance 6, count 3
Checking position (2/10) viable, distance 5, count 3
Checking position (1/10) viable, distance 4, count 3
Checking position (0/10) viable, distance 5, count 3
Checking position (6/14) viable, distance 7, count 4
Checking position (6/13) viable, distance 8, count 1
Checking position (6/12) viable, distance 9, count 1
Checking position (6/11) viable, distance 8, count 1
Checking position (6/10) viable, distance 9, count 3
Checking position (5/9) viable, distance 9, count 4
Checking position (4/9) viable, distance 8, count 4
Checking position (3/9) viable, distance 7, count 3
Checking position (2/9) viable, distance 6, count 3
Checking position (1/9) viable, distance 5, count 3
Checking position (0/9) viable, distance 6, count 3
Checking position (7/14) viable, distance 8, count 3
Checking position (7/13) viable, distance 9, count 2
Checking position (4/8) viable, distance 9, count 3
Checking position (3/8) viable, distance 8, count 3
Checking position (2/8) viable, distance 7, count 3
Checking position (1/8) viable, distance 6, count 3
Checking position (0/8) viable, distance 7, count 3
Checking position (1/7) viable, distance 7, count 3
Checking position (0/7) viable, distance 8, count 4
Checking position (2/6) viable, distance 9, count 0
Checking position (1/6) viable, distance 8, count 4
Checking position (0/6) viable, distance 9, count 5
found 46 viable fields
Top 1: Pos(3/11) / Dist 5 / Targets 4
Top 2: Pos(1/12) / Dist 2 / Targets 3
Top 3: Pos(0/13) / Dist 2 / Targets 3
Top 4: Pos(2/13) / Dist 2 / Targets 3
Top 5: Pos(2/12) / Dist 3 / Targets 3
Top 6: Pos(0/12) / Dist 3 / Targets 3
Top 7: Pos(1/11) / Dist 3 / Targets 3
Top 8: Pos(1/10) / Dist 4 / Targets 3
Top 9: Pos(0/11) / Dist 4 / Targets 3
Top 10: Pos(2/11) / Dist 4 / Targets 3
found at least one field to move to (3/11), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (1/13) to (3/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/12) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/13) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(2/14) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(5/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (2/13) to (2/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 5
Calculating cost to destination (5/14) cost is 3
Calculating cost to destination (2/11) cost is 3
Calculating cost to destination (3/10) cost is 5
Calculating cost to destination (4/11) cost is 5
Calculating cost to destination (3/12) cost is 3
found 6 valid attack positions, closest at (2/11) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpRäuber: Removing battle effect fumble_selfhurt, started in battleround 9, duration 1, current round 11, so 10 < 11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Räuber: Removing durable effect fumble_selfhurt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Ilgar on Position 2Adding Char Räuber on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(5/12) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/13) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(5/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing battle effect fumble_stumble, started in battleround 10, duration 1, current round 12, so 11 < 12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Räuber on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Räuber on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Räuber on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFrija: Removing battle effect fumble_stumble, started in battleround 13, duration 1, current round 15, so 14 < 15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Frija: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Räuber
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Luna on Position 1Adding Char Fireno on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/7) to (4/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 8
Calculating cost to destination (5/14) cost is 10
Calculating cost to destination (3/10) cost is 6
Calculating cost to destination (4/11) cost is 6
Calculating cost to destination (3/12) cost is 8
found 5 valid attack positions, closest at (3/10) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/6) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 10
Calculating cost to destination (5/14) cost is 12
Calculating cost to destination (3/10) cost is 8
Calculating cost to destination (4/11) cost is 8
Calculating cost to destination (3/12) cost is 10
found 5 valid attack positions, closest at (3/10) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (2/6) to (2/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 10
Calculating cost to destination (5/14) cost is 12
Calculating cost to destination (3/10) cost is 8
Calculating cost to destination (4/11) cost is 10
Calculating cost to destination (3/12) cost is 10
found 5 valid attack positions, closest at (3/10) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/8) to (4/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 7
Calculating cost to destination (5/14) cost is 9
Calculating cost to destination (3/10) cost is 5
Calculating cost to destination (4/11) cost is 5
Calculating cost to destination (3/12) cost is 7
found 5 valid attack positions, closest at (3/10) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (3/10) to (3/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 8
Calculating cost to destination (5/14) cost is 10
Calculating cost to destination (3/10) cost is 2
Calculating cost to destination (4/11) cost is 4
Calculating cost to destination (3/12) cost is 6
found 5 valid attack positions, closest at (3/10) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (4/10) to (4/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 6
Calculating cost to destination (5/14) cost is 8
Calculating cost to destination (4/11) cost is 2
Calculating cost to destination (3/12) cost is 4
found 4 valid attack positions, closest at (4/11) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpBerthold: Removing battle effect fumble_falldown, started in battleround 16, duration 1, current round 18, so 17 < 18
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Berthold: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Ilgar on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/9) to (4/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 7
Calculating cost to destination (5/14) cost is 9
Calculating cost to destination (3/12) cost is 9
found 3 valid attack positions, closest at (6/13) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/11) to (5/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/13) cost is 5
Calculating cost to destination (5/14) cost is 7
Calculating cost to destination (3/12) cost is 9
found 3 valid attack positions, closest at (6/13) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Räuber
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Tim on Position 1Adding Char Frija on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (3/12) to (3/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/12) cost is 2
found 1 valid attack positions, closest at (3/12) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpBerthold: Removing battle effect fumble_stumble, started in battleround 18, duration 1, current round 20, so 19 < 20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Berthold: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Luna on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Räuber on Position 1Adding Char Ilgar on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Ilgar on Position 1Adding Char Frija on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Tim on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Räuber is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Räuber
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is NOT null, reactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is NOT null, using executePostBattleScript
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 58.73%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 58.73%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Frija: Removing battle effect fumble_stumble, not in battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Frija: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing battle effect fumble_stumble, not in battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 49.99881, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:vilnheim_17
Route: vilnheim-phexcaer
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 49.99%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 49.99%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gamestart_fanfaren_rm from List levelup, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gamestart_fanfaren_rm from List levelup, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 49.99%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 1
Current total party hunger 48
Ration Hungermod is -20
Total Hunger 48 <= 60, sating Party completely
Remaining Ration value 12 not enough to make a full ration with 20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 49.99%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gamestart_fanfaren_rm from List levelup, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 395.0028 season 2 area general: WeatherForecast[ Clouds none Wind light Rain none, Temp 4 - 26 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType freshwater found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Eitriger Krötenschemel (ID 62), Weight 4
Herb Gulmondblatt (ID 63), Weight 1
Herb Tarnele (ID 64), Weight 8
Herb Shurinknolle (ID 122), Weight 1
Herb Donfstengel (ID 124), Weight 1
Herb Alraune (ID 126), Weight 1
Herb Ilmenblatt (ID 128), Weight 1
Herb Donfstengel (ID 124), Weight 1
Weight Sum: 29
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Choosing random fight with prefix: camp_road
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle camp_road_2 in Scene wegkampf_rast3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (0/12) (0/13) (0/14) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (1/12) (1/13) (1/14) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (2/12) (2/13) (2/14) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (3/12) (3/13) (3/14) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (4/12) (4/13) (4/14) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (5/12) (5/13) (5/14) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (6/12) (6/13) (6/14) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (7/12) (7/13) (7/14) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (8/12) (8/13) (8/14) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (9/12) (9/13) (9/14) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (10/12) (10/13) (10/14) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (11/12) (11/13) (11/14) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (12/12) (12/13) (12/14) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (13/12) (13/13) (13/14) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (14/12) (14/13) (14/14) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 26) to delayed spawn queue. spawnRound: 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Ork(battle/orc_avg_accessory): 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Ork(battle/orc_avg_accessory): 
found dispclass aexte
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Goblin(battle/goblin_ranger): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Goblin(battle/goblin_ranger): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Goblin on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Goblin in state current following path from (8/11) to (5/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 9, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/8) cost is 7
Calculating cost to destination (6/9) cost is 5
Calculating cost to destination (5/10) cost is 5
Calculating cost to destination (0/8) cost is 12
Calculating cost to destination (1/7) cost is 12
Calculating cost to destination (2/8) cost is 10
Calculating cost to destination (1/9) cost is 10
Calculating cost to destination (3/11) cost is 8
Calculating cost to destination (4/10) cost is 6
Calculating cost to destination (5/11) cost is 4
Calculating cost to destination (4/12) cost is 6
Calculating cost to destination (0/10) cost is 12
Calculating cost to destination (1/9) cost is 10
Calculating cost to destination (2/10) cost is 8
Calculating cost to destination (3/9) cost is 8
Calculating cost to destination (4/8) cost is 8
Calculating cost to destination (4/10) cost is 6
Calculating cost to destination (0/11) cost is 11
Calculating cost to destination (2/11) cost is 9
Calculating cost to destination (1/12) cost is 9
found 20 valid attack positions, closest at (5/11) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Goblin from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/10) to (5/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/9) cost is 1
Calculating cost to destination (7/8) cost is 3
Calculating cost to destination (8/9) cost is 5
Calculating cost to destination (7/10) cost is 3
Calculating cost to destination (10/8) cost is 6
Calculating cost to destination (11/7) cost is 8
Calculating cost to destination (12/8) cost is 10
Calculating cost to destination (11/9) cost is 8
Calculating cost to destination (8/9) cost is 5
Calculating cost to destination (9/8) cost is 5
Calculating cost to destination (10/9) cost is 7
Calculating cost to destination (9/10) cost is 5
Calculating cost to destination (5/10) cost is 1
Calculating cost to destination (6/11) cost is 3
Calculating cost to destination (5/12) cost is 5
found 15 valid attack positions, closest at (5/10) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/9) cost is 2
Calculating cost to destination (7/8) cost is 4
Calculating cost to destination (8/9) cost is 6
Calculating cost to destination (7/10) cost is 4
Calculating cost to destination (10/8) cost is 7
Calculating cost to destination (11/7) cost is 9
Calculating cost to destination (12/8) cost is 11
Calculating cost to destination (11/9) cost is 9
Calculating cost to destination (8/9) cost is 6
Calculating cost to destination (9/8) cost is 6
Calculating cost to destination (10/9) cost is 8
Calculating cost to destination (9/10) cost is 6
Calculating cost to destination (6/11) cost is 4
Calculating cost to destination (5/12) cost is 6
found 14 valid attack positions, closest at (6/9) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (1/11)
Maximum Distance for approach is 2
Checking position (1/12) viable, distance 1, count 0
Checking position (2/12) viable, distance 2, count 0
Checking position (2/11) viable, distance 1, count 0
Checking position (2/10) viable, distance 2, count 0
Checking position (0/10) viable, distance 2, count 0
Checking position (0/11) viable, distance 1, count 0
Checking position (0/12) viable, distance 2, count 0
Checking position (1/13) viable, distance 2, count 1
Checking position (2/13) viable, distance 3, count 1
Checking position (0/13) viable, distance 3, count 0
Checking position (3/13) viable, distance 4, count 2
Checking position (3/12) viable, distance 3, count 1
Checking position (3/11) viable, distance 2, count 0
Checking position (3/10) viable, distance 3, count 1
Checking position (3/9) viable, distance 4, count 1
Checking position (2/9) viable, distance 3, count 1
Checking position (1/9) viable, distance 4, count 1
Checking position (0/9) viable, distance 3, count 1
Checking position (1/14) viable, distance 3, count 2
Checking position (2/14) viable, distance 4, count 2
Checking position (0/14) viable, distance 4, count 1
Checking position (3/14) viable, distance 5, count 3
Checking position (4/14) viable, distance 6, count 4
Checking position (4/13) viable, distance 5, count 2
Checking position (4/12) viable, distance 4, count 0
Checking position (4/10) viable, distance 4, count 0
Checking position (4/9) viable, distance 5, count 1
Checking position (4/8) viable, distance 6, count 1
Checking position (3/8) viable, distance 5, count 2
Checking position (2/8) viable, distance 4, count 2
Checking position (0/8) viable, distance 4, count 1
Checking position (5/13) viable, distance 6, count 4
Checking position (5/12) viable, distance 5, count 2
Checking position (5/9) viable, distance 6, count 0
Checking position (3/7) viable, distance 6, count 4
Checking position (2/7) viable, distance 5, count 3
Checking position (1/7) viable, distance 6, count 3
Checking position (0/7) viable, distance 5, count 1
found 26 viable fields
Top 1: Pos(1/13) / Dist 2 / Targets 1
Top 2: Pos(3/8) / Dist 5 / Targets 2
Top 3: Pos(2/8) / Dist 4 / Targets 2
Top 4: Pos(0/8) / Dist 4 / Targets 1
Top 5: Pos(4/13) / Dist 5 / Targets 2
Top 6: Pos(4/9) / Dist 5 / Targets 1
Top 7: Pos(4/8) / Dist 6 / Targets 1
Top 8: Pos(2/7) / Dist 5 / Targets 3
Top 9: Pos(1/7) / Dist 6 / Targets 3
Top 10: Pos(0/7) / Dist 5 / Targets 1
found at least one field to move to (1/13), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (1/12) to (1/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Goblin is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (9/9)
Maximum Distance for approach is 4
Checking position (9/10) viable, distance 1, count 1
Checking position (10/10) viable, distance 2, count 2
Checking position (10/9) viable, distance 1, count 0
Checking position (10/8) viable, distance 2, count 1
Checking position (9/8) viable, distance 1, count 1
Checking position (8/8) viable, distance 2, count 2
Checking position (8/9) viable, distance 1, count 0
Checking position (8/10) viable, distance 2, count 2
Checking position (9/11) viable, distance 2, count 3
Checking position (10/11) viable, distance 3, count 4
Checking position (8/11) viable, distance 3, count 3
Checking position (11/11) viable, distance 4, count 3
Checking position (11/10) viable, distance 3, count 2
Checking position (11/9) viable, distance 2, count 0
Checking position (11/7) viable, distance 4, count 2
Checking position (10/7) viable, distance 3, count 3
Checking position (9/7) viable, distance 2, count 3
Checking position (8/7) viable, distance 3, count 3
Checking position (7/7) viable, distance 4, count 4
Checking position (7/8) viable, distance 3, count 2
Checking position (7/10) viable, distance 3, count 2
Checking position (7/11) viable, distance 4, count 3
Checking position (9/12) viable, distance 3, count 3
Checking position (10/12) viable, distance 4, count 3
Checking position (8/12) viable, distance 4, count 3
Checking position (11/12) viable, distance 5, count 3
Checking position (7/12) viable, distance 5, count 3
Checking position (12/12) viable, distance 6, count 4
Checking position (12/11) viable, distance 5, count 2
Checking position (12/10) viable, distance 4, count 2
Checking position (12/9) viable, distance 3, count 1
Checking position (12/8) viable, distance 4, count 0
Checking position (12/7) viable, distance 5, count 1
Checking position (12/6) viable, distance 6, count 3
Checking position (11/6) viable, distance 5, count 3
Checking position (10/6) viable, distance 4, count 3
Checking position (9/6) viable, distance 3, count 3
Checking position (8/6) viable, distance 4, count 4
Checking position (7/6) viable, distance 5, count 4
Checking position (6/6) viable, distance 6, count 6
Checking position (6/7) viable, distance 5, count 5
Checking position (6/8) viable, distance 4, count 3
Checking position (6/10) viable, distance 4, count 0
Checking position (6/11) viable, distance 5, count 1
Checking position (6/12) viable, distance 6, count 4
Checking position (9/13) viable, distance 4, count 3
Checking position (10/13) viable, distance 5, count 3
Checking position (8/13) viable, distance 5, count 4
Checking position (11/13) viable, distance 6, count 3
Checking position (7/13) viable, distance 6, count 5
found 45 viable fields
Top 1: Pos(10/11) / Dist 3 / Targets 4
Top 2: Pos(8/6) / Dist 4 / Targets 4
Top 3: Pos(7/7) / Dist 4 / Targets 4
Top 4: Pos(9/11) / Dist 2 / Targets 3
Top 5: Pos(9/7) / Dist 2 / Targets 3
Top 6: Pos(8/7) / Dist 3 / Targets 3
Top 7: Pos(9/12) / Dist 3 / Targets 3
Top 8: Pos(10/7) / Dist 3 / Targets 3
Top 9: Pos(8/11) / Dist 3 / Targets 3
Top 10: Pos(9/6) / Dist 3 / Targets 3
found at least one field to move to (10/11), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Goblin in state current following path from (9/10) to (10/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/9) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/10) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(1/13) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 4: Pos(1/8) / Dist9 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (2/8) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (8/9) cost is 8
Calculating cost to destination (7/10) cost is 10
Calculating cost to destination (10/8) cost is 9
Calculating cost to destination (11/7) cost is 11
Calculating cost to destination (12/8) cost is 13
Calculating cost to destination (11/9) cost is 11
Calculating cost to destination (9/11) cost is 11
Calculating cost to destination (10/10) cost is 11
Calculating cost to destination (11/11) cost is 13
Calculating cost to destination (10/12) cost is 13
Calculating cost to destination (6/11) cost is 10
Calculating cost to destination (5/12) cost is 8
found 13 valid attack positions, closest at (7/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Goblin(battle/goblin_ranger) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ork in state current following path from (10/8) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/10) cost is 11
Calculating cost to destination (5/9) cost is 9
Calculating cost to destination (6/10) cost is 7
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (7/8) cost is 4
Calculating cost to destination (3/11) cost is 13
Calculating cost to destination (4/10) cost is 11
Calculating cost to destination (4/12) cost is 11
Calculating cost to destination (0/10) cost is 15
Calculating cost to destination (1/9) cost is 13
Calculating cost to destination (2/10) cost is 13
Calculating cost to destination (1/11) cost is 15
Calculating cost to destination (5/9) cost is 9
Calculating cost to destination (6/10) cost is 7
Calculating cost to destination (0/13) cost is 16
Calculating cost to destination (1/12) cost is 14
Calculating cost to destination (2/13) cost is 14
Calculating cost to destination (1/14) cost is 16
found 19 valid attack positions, closest at (7/8) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 7, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (2/10) to (4/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 12
Calculating cost to destination (7/10) cost is 10
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/11) cost is 11
Calculating cost to destination (10/10) cost is 13
Calculating cost to destination (11/11) cost is 13
Calculating cost to destination (10/12) cost is 11
Calculating cost to destination (6/11) cost is 8
Calculating cost to destination (5/12) cost is 6
found 10 valid attack positions, closest at (5/12) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Berthold on Position 2Adding Char Goblin on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (5/12) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 7
Calculating cost to destination (7/10) cost is 5
Calculating cost to destination (7/7) cost is 10
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (9/11) cost is 6
Calculating cost to destination (10/10) cost is 8
Calculating cost to destination (11/11) cost is 8
Calculating cost to destination (10/12) cost is 6
Calculating cost to destination (6/11) cost is 3
Calculating cost to destination (5/12) cost is 1
found 10 valid attack positions, closest at (5/12) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 9, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Goblin from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Goblin(battle/goblin_ranger) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Goblin is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(6/9) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/10) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Goblin on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Goblin(battle/goblin_ranger) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 9, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Goblin from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/11) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Goblin is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(6/9) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/12) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/10) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpOrk: Removing battle effect fumble_stumble, started in battleround 2, duration 1, current round 4, so 3 < 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Ork: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Luna on Position 1Adding Char Goblin on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 9, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Goblin from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Goblin
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ork on Position 0Adding Char Tim on Position 1Adding Char Ork on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (1/13)
Maximum Distance for approach is 2
Checking position (1/14) viable, distance 1, count 2
Checking position (2/14) viable, distance 2, count 2
Checking position (2/13) viable, distance 1, count 0
Checking position (2/12) viable, distance 2, count 0
Checking position (1/12) viable, distance 1, count 0
Checking position (0/12) viable, distance 2, count 0
Checking position (0/13) viable, distance 1, count 0
Checking position (0/14) viable, distance 2, count 1
Checking position (3/14) viable, distance 3, count 1
Checking position (3/13) viable, distance 2, count 1
Checking position (3/12) viable, distance 3, count 0
Checking position (3/11) viable, distance 4, count 0
Checking position (2/11) viable, distance 3, count 0
Checking position (1/11) viable, distance 2, count 0
Checking position (0/11) viable, distance 3, count 0
Checking position (4/14) viable, distance 4, count 1
Checking position (4/13) viable, distance 3, count 1
Checking position (4/12) viable, distance 4, count 1
Checking position (4/10) viable, distance 6, count 0
Checking position (3/10) viable, distance 5, count 0
Checking position (2/10) viable, distance 4, count 0
Checking position (1/10) viable, distance 3, count 0
Checking position (0/10) viable, distance 4, count 0
Checking position (5/14) viable, distance 5, count 2
Checking position (5/13) viable, distance 4, count 1
Checking position (3/9) viable, distance 6, count 0
Checking position (2/9) viable, distance 5, count 0
Checking position (1/9) viable, distance 4, count 0
Checking position (0/9) viable, distance 5, count 0
Checking position (6/14) viable, distance 6, count 2
Checking position (6/13) viable, distance 5, count 2
Checking position (6/12) viable, distance 6, count 2
Checking position (2/8) viable, distance 6, count 0
Checking position (1/8) viable, distance 5, count 1
Checking position (0/8) viable, distance 6, count 1
found 15 viable fields
Top 1: Pos(1/14) / Dist 1 / Targets 2
Top 2: Pos(2/14) / Dist 2 / Targets 2
Top 3: Pos(3/13) / Dist 2 / Targets 1
Top 4: Pos(0/14) / Dist 2 / Targets 1
Top 5: Pos(6/13) / Dist 5 / Targets 2
Top 6: Pos(6/14) / Dist 6 / Targets 2
Top 7: Pos(6/12) / Dist 6 / Targets 2
Top 8: Pos(0/8) / Dist 6 / Targets 1
Top 9: Pos(1/8) / Dist 5 / Targets 1
Top 10: Pos(5/13) / Dist 4 / Targets 1
found at least one field to move to (1/14), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (1/14) to (1/14), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/9) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(10/11) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ork is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/11) to (7/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 6
Calculating cost to destination (7/10) cost is 4
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (9/11) cost is 5
Calculating cost to destination (10/10) cost is 7
Calculating cost to destination (11/11) cost is 7
Calculating cost to destination (10/12) cost is 5
found 8 valid attack positions, closest at (7/10) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(7/10) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(4/11) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(1/14) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Ork on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Goblin(battle/goblin_ranger) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/11) to (9/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 6
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (9/11) cost is 5
Calculating cost to destination (10/10) cost is 7
Calculating cost to destination (11/11) cost is 9
Calculating cost to destination (10/12) cost is 7
found 7 valid attack positions, closest at (9/11) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/9) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 6
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (10/10) cost is 7
Calculating cost to destination (11/11) cost is 9
Calculating cost to destination (10/12) cost is 7
found 6 valid attack positions, closest at (7/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/9) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ork is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Ork(battle/orc_avg_accessory): 
zweihaender count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Tim on Position 1Adding Char Ork on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/9) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(10/12) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ork is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Ork
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ork on Position 0Adding Char Ilgar on Position 1Adding Char Frija on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/9) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 3
Calculating cost to destination (7/9) cost is 1
Calculating cost to destination (10/10) cost is 5
Calculating cost to destination (11/11) cost is 7
Calculating cost to destination (9/12) cost is 6
Calculating cost to destination (11/12) cost is 8
Calculating cost to destination (10/13) cost is 8
found 7 valid attack positions, closest at (7/9) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/9) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/10) to (10/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 3
Calculating cost to destination (10/10) cost is 3
Calculating cost to destination (11/11) cost is 5
Calculating cost to destination (9/12) cost is 4
Calculating cost to destination (11/12) cost is 6
Calculating cost to destination (10/13) cost is 6
found 6 valid attack positions, closest at (10/10) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ork in state current following path from (9/12) to (9/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/7) cost is 11
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (5/8) cost is 9
Calculating cost to destination (6/7) cost is 11
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (8/11) cost is 3
Calculating cost to destination (9/10) cost is 5
Calculating cost to destination (9/12) cost is 1
Calculating cost to destination (9/10) cost is 5
Calculating cost to destination (10/9) cost is 5
Calculating cost to destination (11/10) cost is 3
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (8/9) cost is 5
Calculating cost to destination (7/10) cost is 5
Calculating cost to destination (0/14) cost is 12
Calculating cost to destination (1/13) cost is 10
Calculating cost to destination (2/14) cost is 10
found 18 valid attack positions, closest at (9/12) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 10, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Ork on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/8) / Dist6 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(9/12) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ork is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Goblin(battle/goblin_ranger) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Ork
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ork on Position 0Adding Char Goblin on Position 1Adding Char Berthold on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/9) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Goblin(battle/goblin_ranger) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/9) to (7/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/11) cost is 8
Calculating cost to destination (10/12) cost is 10
Calculating cost to destination (8/12) cost is 6
Calculating cost to destination (10/12) cost is 10
Calculating cost to destination (9/13) cost is 8
found 5 valid attack positions, closest at (8/12) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Goblin on Position 0Adding Char Fireno on Position 1Adding Char Berthold on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/9) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/8) to (8/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/11) cost is 8
Calculating cost to destination (10/12) cost is 10
Calculating cost to destination (8/12) cost is 6
Calculating cost to destination (10/12) cost is 10
Calculating cost to destination (9/13) cost is 8
found 5 valid attack positions, closest at (8/12) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/10) to (7/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/11) cost is 6
Calculating cost to destination (10/12) cost is 8
Calculating cost to destination (8/12) cost is 6
Calculating cost to destination (10/12) cost is 8
Calculating cost to destination (9/13) cost is 8
found 5 valid attack positions, closest at (8/12) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Goblin(battle/goblin_ranger) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/12) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ork is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/12) to (7/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/11) cost is 8
Calculating cost to destination (10/12) cost is 8
Calculating cost to destination (8/12) cost is 6
Calculating cost to destination (10/12) cost is 8
Calculating cost to destination (9/13) cost is 6
found 5 valid attack positions, closest at (8/12) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Ilgar on Position 1Adding Char Ork on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (1/14)
Maximum Distance for approach is 2
Checking position (2/14) viable, distance 1, count 0
Checking position (2/13) viable, distance 2, count 0
Checking position (1/13) viable, distance 1, count 0
Checking position (0/13) viable, distance 2, count 0
Checking position (0/14) viable, distance 1, count 0
Checking position (3/14) viable, distance 2, count 0
Checking position (3/13) viable, distance 3, count 0
Checking position (3/12) viable, distance 4, count 0
Checking position (2/12) viable, distance 3, count 0
Checking position (1/12) viable, distance 2, count 0
Checking position (0/12) viable, distance 3, count 0
Checking position (4/14) viable, distance 3, count 0
Checking position (4/13) viable, distance 4, count 0
Checking position (4/12) viable, distance 5, count 0
Checking position (4/11) viable, distance 6, count 0
Checking position (3/11) viable, distance 5, count 0
Checking position (2/11) viable, distance 4, count 0
Checking position (1/11) viable, distance 3, count 0
Checking position (0/11) viable, distance 4, count 0
Checking position (5/14) viable, distance 4, count 0
Checking position (5/13) viable, distance 5, count 0
Checking position (5/12) viable, distance 6, count 0
Checking position (3/10) viable, distance 6, count 1
Checking position (2/10) viable, distance 5, count 1
Checking position (1/10) viable, distance 4, count 1
Checking position (0/10) viable, distance 5, count 0
Checking position (6/14) viable, distance 5, count 0
Checking position (6/13) viable, distance 6, count 0
Checking position (2/9) viable, distance 6, count 1
Checking position (1/9) viable, distance 5, count 1
Checking position (0/9) viable, distance 6, count 1
found 6 viable fields
Top 1: Pos(2/9) / Dist 6 / Targets 1
Top 2: Pos(1/9) / Dist 5 / Targets 1
Top 3: Pos(0/9) / Dist 6 / Targets 1
Top 4: Pos(3/10) / Dist 6 / Targets 1
Top 5: Pos(2/10) / Dist 5 / Targets 1
Top 6: Pos(1/10) / Dist 4 / Targets 1
found at least one field to move to (2/9), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (1/13) to (1/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (8/12) to (8/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/11) cost is 7
Calculating cost to destination (10/12) cost is 5
Calculating cost to destination (8/12) cost is 1
Calculating cost to destination (10/12) cost is 5
Calculating cost to destination (9/13) cost is 3
found 5 valid attack positions, closest at (8/12) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/10) to (10/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/11) cost is 7
Calculating cost to destination (10/12) cost is 9
Calculating cost to destination (10/12) cost is 9
Calculating cost to destination (9/13) cost is 9
found 4 valid attack positions, closest at (11/11) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (10/11)
Maximum Distance for approach is 4
Checking position (10/12) viable, distance 1, count 0
Checking position (11/12) viable, distance 2, count 2
Checking position (11/11) viable, distance 1, count 1
Checking position (11/10) viable, distance 2, count 0
Checking position (10/13) viable, distance 2, count 3
Checking position (11/13) viable, distance 3, count 2
Checking position (9/13) viable, distance 3, count 2
Checking position (12/13) viable, distance 4, count 4
Checking position (12/12) viable, distance 3, count 3
Checking position (12/11) viable, distance 2, count 2
Checking position (12/10) viable, distance 3, count 2
Checking position (12/9) viable, distance 4, count 2
Checking position (11/9) viable, distance 3, count 0
Checking position (10/14) viable, distance 3, count 2
Checking position (11/14) viable, distance 4, count 4
Checking position (9/14) viable, distance 4, count 2
Checking position (12/14) viable, distance 5, count 5
Checking position (8/13) viable, distance 4, count 0
Checking position (8/14) viable, distance 5, count 1
Checking position (13/14) viable, distance 6, count 4
Checking position (13/13) viable, distance 5, count 4
Checking position (13/12) viable, distance 4, count 3
Checking position (13/11) viable, distance 3, count 2
Checking position (13/10) viable, distance 4, count 2
Checking position (13/9) viable, distance 5, count 2
Checking position (13/8) viable, distance 6, count 3
Checking position (12/8) viable, distance 5, count 3
Checking position (11/8) viable, distance 4, count 2
Checking position (10/8) viable, distance 5, count 1
Checking position (7/14) viable, distance 6, count 1
Checking position (14/14) viable, distance 7, count 4
Checking position (14/13) viable, distance 6, count 3
Checking position (14/12) viable, distance 5, count 3
Checking position (14/11) viable, distance 4, count 2
Checking position (14/10) viable, distance 5, count 2
Checking position (14/9) viable, distance 6, count 2
Checking position (14/8) viable, distance 7, count 2
Checking position (14/7) viable, distance 8, count 3
Checking position (13/7) viable, distance 7, count 3
Checking position (12/7) viable, distance 6, count 3
Checking position (11/7) viable, distance 5, count 2
Checking position (10/7) viable, distance 6, count 3
Checking position (9/7) viable, distance 7, count 5
Checking position (9/8) viable, distance 6, count 5
Checking position (9/9) viable, distance 7, count 3
Checking position (6/13) viable, distance 8, count 2
Checking position (6/14) viable, distance 7, count 1
Checking position (13/6) viable, distance 8, count 3
Checking position (12/6) viable, distance 7, count 3
Checking position (11/6) viable, distance 6, count 2
found 46 viable fields
Top 1: Pos(12/13) / Dist 4 / Targets 4
Top 2: Pos(11/14) / Dist 4 / Targets 4
Top 3: Pos(10/13) / Dist 2 / Targets 3
Top 4: Pos(12/12) / Dist 3 / Targets 3
Top 5: Pos(13/12) / Dist 4 / Targets 3
Top 6: Pos(12/11) / Dist 2 / Targets 2
Top 7: Pos(11/12) / Dist 2 / Targets 2
Top 8: Pos(10/14) / Dist 3 / Targets 2
Top 9: Pos(13/11) / Dist 3 / Targets 2
Top 10: Pos(11/13) / Dist 3 / Targets 2
found at least one field to move to (12/13), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Goblin in state current following path from (11/12) to (12/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(9/11) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(10/10) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(10/9) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(7/13) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (10/11) to (10/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/13) cost is 4
Calculating cost to destination (12/12) cost is 4
Calculating cost to destination (13/13) cost is 6
Calculating cost to destination (12/14) cost is 6
Calculating cost to destination (10/12) cost is 2
Calculating cost to destination (9/13) cost is 4
found 6 valid attack positions, closest at (10/12) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/13) to (9/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/13) cost is 4
Calculating cost to destination (12/12) cost is 6
Calculating cost to destination (13/13) cost is 8
Calculating cost to destination (12/14) cost is 6
Calculating cost to destination (9/13) cost is 2
found 5 valid attack positions, closest at (9/13) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Tim on Position 1Adding Char Ilgar on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (1/10)
Maximum Distance for approach is 2
Checking position (1/11) viable, distance 1, count 0
Checking position (2/11) viable, distance 2, count 0
Checking position (2/10) viable, distance 1, count 0
Checking position (2/9) viable, distance 2, count 0
Checking position (1/9) viable, distance 1, count 0
Checking position (0/9) viable, distance 2, count 0
Checking position (0/10) viable, distance 1, count 0
Checking position (0/11) viable, distance 2, count 0
Checking position (1/12) viable, distance 2, count 0
Checking position (2/12) viable, distance 3, count 0
Checking position (0/12) viable, distance 3, count 0
Checking position (3/12) viable, distance 4, count 0
Checking position (3/11) viable, distance 3, count 0
Checking position (3/10) viable, distance 2, count 0
Checking position (3/9) viable, distance 3, count 1
Checking position (3/8) viable, distance 4, count 1
Checking position (2/8) viable, distance 3, count 1
Checking position (1/8) viable, distance 2, count 1
Checking position (0/8) viable, distance 3, count 0
Checking position (1/13) viable, distance 3, count 0
Checking position (2/13) viable, distance 4, count 0
Checking position (0/13) viable, distance 4, count 0
Checking position (3/13) viable, distance 5, count 0
Checking position (4/13) viable, distance 6, count 0
Checking position (4/12) viable, distance 5, count 0
Checking position (4/11) viable, distance 4, count 0
Checking position (4/10) viable, distance 3, count 0
Checking position (4/9) viable, distance 4, count 1
Checking position (4/8) viable, distance 5, count 1
Checking position (4/7) viable, distance 6, count 1
Checking position (3/7) viable, distance 5, count 1
Checking position (2/7) viable, distance 4, count 1
Checking position (1/7) viable, distance 3, count 1
Checking position (0/7) viable, distance 4, count 1
Checking position (1/14) viable, distance 4, count 0
Checking position (2/14) viable, distance 5, count 0
Checking position (0/14) viable, distance 5, count 0
Checking position (3/14) viable, distance 6, count 0
Checking position (5/12) viable, distance 6, count 0
Checking position (5/11) viable, distance 5, count 0
Checking position (5/10) viable, distance 4, count 1
Checking position (5/9) viable, distance 5, count 1
Checking position (5/8) viable, distance 6, count 1
Checking position (3/6) viable, distance 6, count 1
Checking position (2/6) viable, distance 5, count 1
Checking position (1/6) viable, distance 4, count 1
Checking position (0/6) viable, distance 5, count 1
Checking position (6/11) viable, distance 6, count 0
Checking position (6/10) viable, distance 5, count 1
Checking position (6/9) viable, distance 6, count 1
found 20 viable fields
Top 1: Pos(1/8) / Dist 2 / Targets 1
Top 2: Pos(3/6) / Dist 6 / Targets 1
Top 3: Pos(5/8) / Dist 6 / Targets 1
Top 4: Pos(5/10) / Dist 4 / Targets 1
Top 5: Pos(5/9) / Dist 5 / Targets 1
Top 6: Pos(2/6) / Dist 5 / Targets 1
Top 7: Pos(6/10) / Dist 5 / Targets 1
Top 8: Pos(6/9) / Dist 6 / Targets 1
Top 9: Pos(1/6) / Dist 4 / Targets 1
Top 10: Pos(0/6) / Dist 5 / Targets 1
found at least one field to move to (1/8), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (1/9) to (1/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/12) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ork is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (10/10) to (12/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/13) cost is 5
Calculating cost to destination (12/12) cost is 5
Calculating cost to destination (13/13) cost is 7
Calculating cost to destination (12/14) cost is 7
found 4 valid attack positions, closest at (12/12) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(10/12) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(9/13) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Tim on Position 1Adding Char Ork on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/12) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ork is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(10/12) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(9/13) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Ork on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/12) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ork is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ork canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ork ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ork from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(10/12) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(9/13) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Tim on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/12) / Dist8 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ork is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ork) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Ork is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ork False && False, skipping
Removing Ork from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Goblin on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Ork
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Goblin on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(10/12) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(9/13) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(8/12) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (10/13) to (11/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/13) cost is 2
Calculating cost to destination (13/13) cost is 6
Calculating cost to destination (12/14) cost is 4
found 3 valid attack positions, closest at (11/13) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/12) to (11/14), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/13) cost is 6
Calculating cost to destination (12/14) cost is 6
found 2 valid attack positions, closest at (12/14) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (9/12) to (12/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/13) cost is 8
Calculating cost to destination (12/14) cost is 10
found 2 valid attack positions, closest at (13/13) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (1/8)
Maximum Distance for approach is 2
Checking position (1/9) viable, distance 1, count 0
Checking position (2/9) viable, distance 2, count 0
Checking position (2/8) viable, distance 1, count 0
Checking position (2/7) viable, distance 2, count 0
Checking position (1/7) viable, distance 1, count 0
Checking position (0/7) viable, distance 2, count 0
Checking position (0/8) viable, distance 1, count 0
Checking position (0/9) viable, distance 2, count 0
Checking position (1/10) viable, distance 2, count 0
Checking position (2/10) viable, distance 3, count 0
Checking position (0/10) viable, distance 3, count 0
Checking position (3/10) viable, distance 4, count 0
Checking position (3/9) viable, distance 3, count 0
Checking position (3/8) viable, distance 2, count 0
Checking position (3/7) viable, distance 3, count 0
Checking position (3/6) viable, distance 4, count 1
Checking position (2/6) viable, distance 3, count 0
Checking position (1/6) viable, distance 2, count 0
Checking position (0/6) viable, distance 3, count 0
Checking position (1/11) viable, distance 3, count 0
Checking position (2/11) viable, distance 4, count 0
Checking position (0/11) viable, distance 4, count 0
Checking position (3/11) viable, distance 5, count 0
Checking position (4/11) viable, distance 6, count 0
Checking position (4/10) viable, distance 5, count 0
Checking position (4/9) viable, distance 4, count 0
Checking position (4/8) viable, distance 3, count 0
Checking position (4/7) viable, distance 4, count 1
Checking position (4/6) viable, distance 5, count 1
Checking position (4/5) viable, distance 6, count 1
Checking position (3/5) viable, distance 5, count 1
Checking position (2/5) viable, distance 4, count 1
Checking position (1/5) viable, distance 3, count 0
Checking position (0/5) viable, distance 4, count 0
Checking position (1/12) viable, distance 4, count 0
Checking position (2/12) viable, distance 5, count 0
Checking position (0/12) viable, distance 5, count 0
Checking position (3/12) viable, distance 6, count 0
Checking position (5/10) viable, distance 6, count 0
Checking position (5/9) viable, distance 5, count 0
Checking position (5/8) viable, distance 4, count 0
Checking position (5/7) viable, distance 5, count 1
Checking position (5/6) viable, distance 6, count 1
Checking position (3/4) viable, distance 6, count 1
Checking position (2/4) viable, distance 5, count 1
Checking position (1/4) viable, distance 4, count 1
Checking position (0/4) viable, distance 5, count 1
Checking position (1/13) viable, distance 5, count 0
Checking position (2/13) viable, distance 6, count 0
Checking position (0/13) viable, distance 6, count 0
found 12 viable fields
Top 1: Pos(3/4) / Dist 6 / Targets 1
Top 2: Pos(5/6) / Dist 6 / Targets 1
Top 3: Pos(5/7) / Dist 5 / Targets 1
Top 4: Pos(0/4) / Dist 5 / Targets 1
Top 5: Pos(1/4) / Dist 4 / Targets 1
Top 6: Pos(2/4) / Dist 5 / Targets 1
Top 7: Pos(4/6) / Dist 5 / Targets 1
Top 8: Pos(4/7) / Dist 4 / Targets 1
Top 9: Pos(3/6) / Dist 4 / Targets 1
Top 10: Pos(2/5) / Dist 4 / Targets 1
found at least one field to move to (3/4), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (1/7) to (2/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (11/11) to (12/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/13) cost is 8
Calculating cost to destination (12/14) cost is 10
found 2 valid attack positions, closest at (13/13) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/5) / Dist10 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Parameter 'cast' does not exist.
 
(Filename:  Line: 2497)

BS.advanceIni log
Removing Goblin from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Goblin(battle/goblin_ranger) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Berthold on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (13/11) to (13/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/13) cost is 4
Calculating cost to destination (12/14) cost is 6
found 2 valid attack positions, closest at (13/13) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (13/12) to (14/13), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (12/14) cost is 7
found 1 valid attack positions, closest at (12/14) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (12/14) to (12/14), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (12/14) cost is 1
found 1 valid attack positions, closest at (12/14) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Goblin(battle/goblin_ranger) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(12/13) / Dist10 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Goblin is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Goblin canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Goblin ID 8, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Goblin from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Goblin) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Goblin is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Goblin(battle/goblin_ranger) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Goblin
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is NOT null, reactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is NOT null, using executePostBattleScript
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 49.99%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 49.99%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 44.99525, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: vilnheim-phexcaer
Script:if( getSpecialState("reise19_orkland") == 0 ) {
  setSpecialState("reise19_orkland",1);
  startdlg("reise19_orkland");
}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise19_orkland_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise19_orkland_hl[1] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 39.00928, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 39%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 39%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character G (UnityEngine.BoxCollider) (Character G), container Character G (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character G (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_right (UnityEngine.BoxCollider) (et_right), container et_right (CraftyDDContainer)
Autoequip container et_shield

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_shield (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_1 (UnityEngine.BoxCollider) (item_1), container 
container is null, itemdrop item: item_1 (CraftyDDItem)
itemdrop container: et_weapon (item_1)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory03 (UnityEngine.BoxCollider) (inventory03), container inventory03 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory03 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_145 (UnityEngine.BoxCollider) (item_145), container 
container is null, itemdrop item: item_145 (CraftyDDItem)
itemdrop container: inventory10 (item_145)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory10 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 0 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_right (UnityEngine.BoxCollider) (et_right), container et_right (CraftyDDContainer)
No Autoequip container found

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No valid container under the mouse -- revert the item's parent
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 39%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType freshwater found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Eitriger Krötenschemel (ID 62), Weight 4
Herb Gulmondblatt (ID 63), Weight 1
Herb Tarnele (ID 64), Weight 8
Herb Shurinknolle (ID 122), Weight 1
Herb Donfstengel (ID 124), Weight 1
Herb Alraune (ID 126), Weight 1
Herb Ilmenblatt (ID 128), Weight 1
Herb Donfstengel (ID 124), Weight 1
Weight Sum: 29
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 396 season 2 area general: WeatherForecast[ Clouds none Wind light Rain none, Temp 4 - 26 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 2
Current total party hunger 78
Ration Hungermod is -20
Total Hunger 78 <= 80, sating Party completely
Remaining Ration value 2 not enough to make a full ration with 20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 10:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
reise2_auerochse_fw
Reise49_Schafe
Reise16_Leiche_fw
JOURNEY: Random encounter at: 396.6985

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 29.99597, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: vilnheim-phexcaer
Script:if( getSpecialState("reise22_abenteurer") == 0 ) {
  setSpecialState("reise22_abenteurer",1);
  startdlg("reise22_abenteurer");
}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise22_abenteurer_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise22_abenteurer_hl[1] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise22_abenteurer_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise22_abenteurer_hl[2] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter Der Info-Barde/none
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 25.78642, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 25.78%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 25.78%, Dir -1, moving False, route vilnheim-phexcaer], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType freshwater found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Eitriger Krötenschemel (ID 62), Weight 4
Herb Gulmondblatt (ID 63), Weight 1
Herb Tarnele (ID 64), Weight 8
Herb Shurinknolle (ID 122), Weight 1
Herb Donfstengel (ID 124), Weight 1
Herb Alraune (ID 126), Weight 1
Herb Ilmenblatt (ID 128), Weight 1
Herb Donfstengel (ID 124), Weight 1
Weight Sum: 29
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 397.0004 season 2 area general: WeatherForecast[ Clouds none Wind light Rain none, Temp 4 - 26 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 10:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
reise2_auerochse_fw
Reise49_Schafe
Reise16_Leiche_fw
JOURNEY: Random encounter at: 397.8215

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 19.98455, cspeed 2.5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:vilnheim_16
Route: vilnheim-phexcaer
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 4.786782, cspeed 2.5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter Der Info-Barde/none
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc -0.002135273, cspeed 2.5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 4.059238 ms
Unloading 26 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 6059 unused Assets to reduce memory usage. Loaded Objects now: 41929.
Total: 49.419033 ms (FindLiveObjects: 1.626575 ms CreateObjectMapping: 0.913288 ms MarkObjects: 20.298115 ms  DeleteObjects: 26.079611 ms)

Town FoW-Data Size mismatch: 15 != 16 || 18 != 19
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town vilnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town vilnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Room rented
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_3_p, Moving to coordinates (19.0, 2.0, -137.9)
(15.7, 2.0, -138.8)
(0.0, 1.5, 2.6)
(2.4, 3.0, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town vilnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Room rented
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: herberge.1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 3 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_room2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_room2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 398.0016 season 2 area general: WeatherForecast[ Clouds none Wind fresh Rain none, Temp 4 - 26 = uwsValue 8 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_6_p, Moving to coordinates (29.2, 2.0, -101.8)
(28.0, 2.0, -97.5)
(0.1, 1.7, 3.7)
(2.6, 3.3, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town vilnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Showing Questbook
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route auplog-vilnheim, distance 18, expected speed 1.666667 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 59.92633, cspeed 1.666667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:auplog_6
Route: auplog-vilnheim
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 29.99857, cspeed 1.666667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:auplog_6
Route: auplog-vilnheim
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc -0.03744228, cspeed 1.666667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 3.305951 ms
Unloading 13 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 1365 unused Assets to reduce memory usage. Loaded Objects now: 25700.
Total: 30.410212 ms (FindLiveObjects: 0.905608 ms CreateObjectMapping: 0.341123 ms MarkObjects: 18.845299 ms  DeleteObjects: 9.925535 ms)

Updating Mapicons for town auplog
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town auplog
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Room rented
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: herberge.1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 3 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_room2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_room2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 399.0026 season 2 area general: WeatherForecast[ Clouds none Wind fresh Rain none, Temp 4 - 26 = uwsValue 8 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_4_p, Moving to coordinates (80.6, 12.2, -38.9)
(83.9, 12.2, -38.6)
(0.0, 1.5, 2.6)
(2.3, 2.9, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town auplog
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route varnheim-auplog, distance 53, expected speed 0.9166667 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 79.13068, cspeed 0.9166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 79.13%, Dir -1, moving False, route varnheim-auplog], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType road found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Gulmondblatt (ID 63), Weight 4
Herb Tarnele (ID 64), Weight 12
Herb Shurinknolle (ID 122), Weight 3
Herb Ilmenblatt (ID 128), Weight 4
Herb Thonnysblüte (ID 131), Weight 2
Weight Sum: 36
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory10 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character G (UnityEngine.BoxCollider) (Character G), container Character G (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character G (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory19 (UnityEngine.BoxCollider) (inventory19), container inventory19 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory19 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory20 (UnityEngine.BoxCollider) (inventory20), container inventory20 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory20 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 79.13%, Dir -1, moving False, route varnheim-auplog], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 400.0001 season 2 area general: WeatherForecast[ Clouds none Wind soft Rain none, Temp 9 - 30 = uwsValue 8 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 5
Current total party hunger 102
Ration Hungermod is -20
Total Hunger 102 <= 180, sating Party completely
Remaining Ration value 78, making 3 Rations
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 61.83627, cspeed 0.9166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 61.83%, Dir -1, moving False, route varnheim-auplog], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 61.83%, Dir -1, moving False, route varnheim-auplog], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 401.0002 season 2 area general: WeatherForecast[ Clouds none Wind soft Rain none, Temp 9 - 30 = uwsValue 8 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType road found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Gulmondblatt (ID 63), Weight 4
Herb Tarnele (ID 64), Weight 12
Herb Shurinknolle (ID 122), Weight 3
Herb Ilmenblatt (ID 128), Weight 4
Herb Thonnysblüte (ID 131), Weight 2
Weight Sum: 36
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Choosing random fight with prefix: camp_road
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle camp_road_4 in Scene wegkampf_rast1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (0/12) (0/13) (0/14) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (1/12) (1/13) (1/14) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (2/12) (2/13) (2/14) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (3/12) (3/13) (3/14) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (4/12) (4/13) (4/14) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (5/12) (5/13) (5/14) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (6/12) (6/13) (6/14) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (7/12) (7/13) (7/14) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (8/12) (8/13) (8/14) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (9/12) (9/13) (9/14) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (10/12) (10/13) (10/14) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (11/12) (11/13) (11/14) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (12/12) (12/13) (12/14) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (13/12) (13/13) (13/14) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (14/12) (14/13) (14/14) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Kultist(battle/cultist): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass hiebwaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass aexte
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Kultist on Position 1Adding Char Skelett on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (7/13) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 12
Calculating cost to destination (8/2) cost is 14
Calculating cost to destination (9/3) cost is 14
Calculating cost to destination (8/4) cost is 12
Calculating cost to destination (6/0) cost is 18
Calculating cost to destination (9/0) cost is 17
Calculating cost to destination (8/1) cost is 15
Calculating cost to destination (5/1) cost is 16
Calculating cost to destination (6/0) cost is 18
Calculating cost to destination (6/2) cost is 14
Calculating cost to destination (5/3) cost is 14
Calculating cost to destination (6/2) cost is 14
Calculating cost to destination (7/3) cost is 12
Calculating cost to destination (6/4) cost is 12
Calculating cost to destination (8/1) cost is 15
Calculating cost to destination (7/2) cost is 13
found 16 valid attack positions, closest at (6/4) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Kultist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Kultist in state current following path from (8/10) to (8/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Kultist ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 9
Calculating cost to destination (8/2) cost is 11
Calculating cost to destination (9/3) cost is 9
Calculating cost to destination (8/4) cost is 7
Calculating cost to destination (6/0) cost is 15
Calculating cost to destination (9/0) cost is 12
Calculating cost to destination (8/1) cost is 12
Calculating cost to destination (5/1) cost is 13
Calculating cost to destination (6/0) cost is 15
Calculating cost to destination (6/2) cost is 11
Calculating cost to destination (5/3) cost is 11
Calculating cost to destination (6/2) cost is 11
Calculating cost to destination (7/3) cost is 9
Calculating cost to destination (6/4) cost is 9
Calculating cost to destination (8/1) cost is 12
Calculating cost to destination (7/2) cost is 10
found 16 valid attack positions, closest at (8/4) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Kultist ID 6, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Kultist from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (8/9) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 9
Calculating cost to destination (8/2) cost is 11
Calculating cost to destination (9/3) cost is 9
Calculating cost to destination (6/0) cost is 15
Calculating cost to destination (9/0) cost is 12
Calculating cost to destination (8/1) cost is 12
Calculating cost to destination (5/1) cost is 13
Calculating cost to destination (6/0) cost is 15
Calculating cost to destination (6/2) cost is 11
Calculating cost to destination (5/3) cost is 11
Calculating cost to destination (6/2) cost is 11
Calculating cost to destination (7/3) cost is 9
Calculating cost to destination (6/4) cost is 9
Calculating cost to destination (8/1) cost is 12
Calculating cost to destination (7/2) cost is 10
found 15 valid attack positions, closest at (7/3) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (8/13)
Maximum Distance for approach is 5
Checking position (8/14) viable, distance 1, count 0
Checking position (9/14) viable, distance 2, count 0
Checking position (9/13) viable, distance 1, count 0
Checking position (9/12) viable, distance 2, count 0
Checking position (8/12) viable, distance 1, count 0
Checking position (7/12) viable, distance 2, count 1
Checking position (7/13) viable, distance 1, count 1
Checking position (7/14) viable, distance 2, count 1
Checking position (10/14) viable, distance 3, count 0
Checking position (10/13) viable, distance 2, count 1
Checking position (10/12) viable, distance 3, count 1
Checking position (10/11) viable, distance 4, count 1
Checking position (9/11) viable, distance 3, count 1
Checking position (8/11) viable, distance 2, count 0
Checking position (7/11) viable, distance 3, count 0
Checking position (6/11) viable, distance 4, count 1
Checking position (6/12) viable, distance 3, count 1
Checking position (6/14) viable, distance 3, count 0
Checking position (11/14) viable, distance 4, count 1
Checking position (11/13) viable, distance 3, count 1
Checking position (11/12) viable, distance 4, count 1
Checking position (11/11) viable, distance 5, count 1
Checking position (11/10) viable, distance 6, count 1
Checking position (10/10) viable, distance 5, count 1
Checking position (9/10) viable, distance 4, count 0
Checking position (8/10) viable, distance 3, count 0
Checking position (7/10) viable, distance 4, count 0
Checking position (6/10) viable, distance 5, count 1
Checking position (5/10) viable, distance 6, count 2
Checking position (5/11) viable, distance 5, count 2
Checking position (5/12) viable, distance 4, count 2
Checking position (5/13) viable, distance 5, count 2
Checking position (5/14) viable, distance 4, count 1
Checking position (12/14) viable, distance 5, count 1
Checking position (12/13) viable, distance 4, count 1
Checking position (12/12) viable, distance 5, count 1
Checking position (12/11) viable, distance 6, count 2
Checking position (12/10) viable, distance 7, count 3
Checking position (12/9) viable, distance 8, count 3
Checking position (11/9) viable, distance 7, count 2
Checking position (10/9) viable, distance 6, count 1
Checking position (8/9) viable, distance 4, count 0
Checking position (7/9) viable, distance 5, count 0
Checking position (6/9) viable, distance 6, count 1
Checking position (5/9) viable, distance 7, count 1
Checking position (4/9) viable, distance 8, count 1
Checking position (4/10) viable, distance 7, count 1
Checking position (4/11) viable, distance 6, count 0
Checking position (4/12) viable, distance 5, count 1
Checking position (4/13) viable, distance 6, count 1
found 35 viable fields
Top 1: Pos(5/12) / Dist 4 / Targets 2
Top 2: Pos(5/11) / Dist 5 / Targets 2
Top 3: Pos(5/13) / Dist 5 / Targets 2
Top 4: Pos(7/13) / Dist 1 / Targets 1
Top 5: Pos(7/14) / Dist 2 / Targets 1
Top 6: Pos(10/13) / Dist 2 / Targets 1
Top 7: Pos(7/12) / Dist 2 / Targets 1
Top 8: Pos(11/13) / Dist 3 / Targets 1
Top 9: Pos(10/12) / Dist 3 / Targets 1
Top 10: Pos(9/11) / Dist 3 / Targets 1
found at least one field to move to (5/12), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (7/13) to (5/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/3) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/1) / Dist11 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (6/12) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 15
Calculating cost to destination (8/2) cost is 15
Calculating cost to destination (9/3) cost is 13
Calculating cost to destination (6/0) cost is 15
Calculating cost to destination (9/0) cost is 16
Calculating cost to destination (8/1) cost is 16
Calculating cost to destination (5/1) cost is 13
Calculating cost to destination (6/0) cost is 15
Calculating cost to destination (6/2) cost is 13
Calculating cost to destination (5/3) cost is 11
Calculating cost to destination (6/2) cost is 13
Calculating cost to destination (7/3) cost is 15
Calculating cost to destination (6/4) cost is 9
Calculating cost to destination (8/1) cost is 16
Calculating cost to destination (7/2) cost is 14
found 15 valid attack positions, closest at (6/4) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 44, original cost 6, effective cost 5, delta 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell geisterrufen doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 47, original cost 9, effective cost 9, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Geist(battle/ghost): 
aexte count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Geist(battle/ghost), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit spawn
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Geist in state current following path from (5/1) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/4) cost is 9
Calculating cost to destination (8/5) cost is 11
Calculating cost to destination (6/7) cost is 11
Calculating cost to destination (7/6) cost is 11
Calculating cost to destination (8/7) cost is 13
Calculating cost to destination (7/8) cost is 13
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (7/5) cost is 12
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (7/3) cost is 6
Calculating cost to destination (7/5) cost is 12
Calculating cost to destination (4/12) cost is 14
Calculating cost to destination (5/11) cost is 14
Calculating cost to destination (6/12) cost is 16
Calculating cost to destination (5/13) cost is 16
found 16 valid attack positions, closest at (6/4) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 47, original cost 6, effective cost 22, delta -16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell kraehenruf doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

every Crow attacks:
Crow 1, Attack missed (19)
Crow 2, Attack missed (9)
Crow 3, Attack missed (20)
Crow 4, Attack missed (9)
Crow 5, Attack missed (18)
Crow 6, Attack missed (12)
Crow 7, Attack missed (12)
Crow 8, Normal AT, doing 4 Damage
Crow 9, Attack missed (16)
Crow 10, Attack missed (13)
Crow 11, Attack missed (11)
Crow 12, Attack missed (18)
Crow 13, Attack missed (11)
Crow 14, Attack missed (14)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current 48, original cost 11, effective cost 11, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/2) to (7/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/4) cost is 6
Calculating cost to destination (8/5) cost is 8
Calculating cost to destination (6/7) cost is 10
Calculating cost to destination (7/6) cost is 10
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (7/8) cost is 12
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (7/3) cost is 3
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (4/12) cost is 13
Calculating cost to destination (5/11) cost is 13
Calculating cost to destination (6/12) cost is 15
Calculating cost to destination (5/13) cost is 15
found 14 valid attack positions, closest at (7/3) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/1) to (6/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/4) cost is 8
Calculating cost to destination (8/5) cost is 10
Calculating cost to destination (6/7) cost is 12
Calculating cost to destination (7/6) cost is 12
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (7/8) cost is 14
Calculating cost to destination (7/5) cost is 11
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (7/5) cost is 11
Calculating cost to destination (4/12) cost is 15
Calculating cost to destination (5/11) cost is 15
Calculating cost to destination (6/12) cost is 17
Calculating cost to destination (5/13) cost is 17
found 13 valid attack positions, closest at (9/4) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (5/12)
Maximum Distance for approach is 5
Checking position (5/13) viable, distance 1, count 0
Checking position (6/13) viable, distance 2, count 0
Checking position (6/12) viable, distance 1, count 0
Checking position (6/11) viable, distance 2, count 0
Checking position (5/11) viable, distance 1, count 0
Checking position (4/11) viable, distance 2, count 0
Checking position (4/12) viable, distance 1, count 0
Checking position (4/13) viable, distance 2, count 0
Checking position (5/14) viable, distance 2, count 0
Checking position (6/14) viable, distance 3, count 0
Checking position (4/14) viable, distance 3, count 0
Checking position (7/14) viable, distance 4, count 0
Checking position (7/13) viable, distance 3, count 0
Checking position (7/12) viable, distance 2, count 0
Checking position (7/11) viable, distance 3, count 0
Checking position (7/10) viable, distance 4, count 0
Checking position (6/10) viable, distance 3, count 0
Checking position (5/10) viable, distance 2, count 0
Checking position (4/10) viable, distance 3, count 0
Checking position (3/10) viable, distance 4, count 0
Checking position (3/11) viable, distance 3, count 0
Checking position (3/12) viable, distance 2, count 0
Checking position (3/13) viable, distance 3, count 0
Checking position (3/14) viable, distance 4, count 0
Checking position (8/14) viable, distance 5, count 0
Checking position (8/13) viable, distance 4, count 0
Checking position (8/12) viable, distance 3, count 0
Checking position (8/11) viable, distance 4, count 0
Checking position (8/10) viable, distance 5, count 0
Checking position (8/9) viable, distance 6, count 0
Checking position (7/9) viable, distance 5, count 0
Checking position (6/9) viable, distance 4, count 0
Checking position (5/9) viable, distance 3, count 0
Checking position (4/9) viable, distance 4, count 0
Checking position (3/9) viable, distance 5, count 1
Checking position (2/9) viable, distance 6, count 1
Checking position (2/10) viable, distance 5, count 1
Checking position (2/11) viable, distance 4, count 1
Checking position (2/12) viable, distance 3, count 0
Checking position (2/13) viable, distance 4, count 0
Checking position (2/14) viable, distance 5, count 0
Checking position (9/14) viable, distance 6, count 0
Checking position (9/13) viable, distance 5, count 0
Checking position (9/12) viable, distance 4, count 0
Checking position (9/11) viable, distance 5, count 0
Checking position (9/10) viable, distance 6, count 0
Checking position (9/8) viable, distance 8, count 1
Checking position (8/8) viable, distance 7, count 1
Checking position (7/8) viable, distance 6, count 0
Checking position (6/8) viable, distance 5, count 0
found 6 viable fields
Top 1: Pos(2/11) / Dist 4 / Targets 1
Top 2: Pos(2/10) / Dist 5 / Targets 1
Top 3: Pos(3/9) / Dist 5 / Targets 1
Top 4: Pos(8/8) / Dist 7 / Targets 1
Top 5: Pos(9/8) / Dist 8 / Targets 1
Top 6: Pos(2/9) / Dist 6 / Targets 1
found at least one field to move to (2/11), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (4/12) to (2/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(6/1) / Dist10 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Geist is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (7/6) to (9/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/2) cost is 8
Calculating cost to destination (9/3) cost is 6
Calculating cost to destination (5/1) cost is 10
Calculating cost to destination (6/0) cost is 12
Calculating cost to destination (6/2) cost is 10
Calculating cost to destination (7/0) cost is 13
Calculating cost to destination (9/0) cost is 9
Calculating cost to destination (8/1) cost is 9
Calculating cost to destination (7/2) cost is 9
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (6/2) cost is 10
Calculating cost to destination (7/0) cost is 13
Calculating cost to destination (8/1) cost is 9
Calculating cost to destination (7/2) cost is 9
Calculating cost to destination (5/4) cost is 7
found 15 valid attack positions, closest at (9/3) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Kultist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Kultist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Kultist ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Kultist from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 41, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 28, original cost 6, effective cost 16, delta -10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Kultist
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Berthold on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell kraehenruf doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

every Crow attacks:
Crow 1, Attack missed (11)
Crow 2, lucky 1, ignore RS of opponent, doing 5 Damage
Crow 3, Attack missed (12)
Crow 4, Normal AT, doing 0 Damage
Crow 5, Attack missed (14)
Crow 6, Normal AT, doing 0 Damage
Crow 7, Attack missed (15)
Crow 8, Attack missed (16)
Crow 9, Normal AT, doing 1 Damage
Crow 10, Normal AT, doing 3 Damage
Crow 11, Attack missed (16)
Crow 12, Attack missed (20)
Crow 13, Attack missed (19)
Crow 14, Normal AT, doing 4 Damage

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current 37, original cost 11, effective cost 11, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/2) to (5/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (1/11) cost is 15
Calculating cost to destination (2/10) cost is 13
Calculating cost to destination (3/11) cost is 13
Calculating cost to destination (2/12) cost is 15
found 6 valid attack positions, closest at (6/6) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Geist on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/3) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Geist lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Geist is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Ilgar on Position 1Adding Char Berthold on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/2) to (5/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/3)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (1/11) cost is 15
Calculating cost to destination (2/10) cost is 13
Calculating cost to destination (3/11) cost is 13
Calculating cost to destination (2/12) cost is 15
found 6 valid attack positions, closest at (6/6) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to access cached GO that is null.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

highlightableRenderers[i].goCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set state because rendererCached == null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/4) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 2
Calculating cost to destination (6/6) cost is 4
Calculating cost to destination (1/11) cost is 14
Calculating cost to destination (2/10) cost is 12
Calculating cost to destination (3/11) cost is 12
Calculating cost to destination (2/12) cost is 14
found 6 valid attack positions, closest at (7/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/1) to (9/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (1/11) cost is 18
Calculating cost to destination (2/10) cost is 16
Calculating cost to destination (3/11) cost is 16
Calculating cost to destination (2/12) cost is 18
found 5 valid attack positions, closest at (6/6) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/1)
Maximum Distance for approach is 2
Checking position (7/2) viable, distance 1, count 0
Checking position (8/2) viable, distance 2, count 1
Checking position (8/1) viable, distance 1, count 1
Checking position (8/0) viable, distance 2, count 0
Checking position (7/0) viable, distance 1, count 0
Checking position (6/0) viable, distance 2, count 0
Checking position (6/1) viable, distance 1, count 0
Checking position (6/2) viable, distance 2, count 0
Checking position (7/3) viable, distance 2, count 1
Checking position (6/3) viable, distance 3, count 0
Checking position (9/3) viable, distance 4, count 1
Checking position (9/2) viable, distance 3, count 0
Checking position (9/1) viable, distance 2, count 0
Checking position (9/0) viable, distance 3, count 1
Checking position (5/0) viable, distance 3, count 1
Checking position (5/1) viable, distance 2, count 0
Checking position (7/4) viable, distance 3, count 0
Checking position (8/4) viable, distance 4, count 1
Checking position (10/4) viable, distance 6, count 1
Checking position (10/3) viable, distance 5, count 1
Checking position (10/2) viable, distance 4, count 0
Checking position (10/1) viable, distance 3, count 0
Checking position (10/0) viable, distance 4, count 0
Checking position (4/0) viable, distance 4, count 1
Checking position (4/1) viable, distance 3, count 1
Checking position (4/2) viable, distance 4, count 1
Checking position (8/5) viable, distance 5, count 1
Checking position (9/5) viable, distance 6, count 1
Checking position (11/3) viable, distance 6, count 1
Checking position (11/2) viable, distance 5, count 1
Checking position (11/1) viable, distance 4, count 0
Checking position (11/0) viable, distance 5, count 0
Checking position (3/0) viable, distance 5, count 1
Checking position (3/1) viable, distance 4, count 2
Checking position (3/2) viable, distance 5, count 2
Checking position (4/3) viable, distance 5, count 2
Checking position (3/3) viable, distance 6, count 2
Checking position (12/2) viable, distance 6, count 2
Checking position (12/1) viable, distance 5, count 1
Checking position (12/0) viable, distance 6, count 0
Checking position (2/0) viable, distance 6, count 2
Checking position (2/1) viable, distance 5, count 2
Checking position (2/2) viable, distance 6, count 2
found 26 viable fields
Top 1: Pos(8/1) / Dist 1 / Targets 1
Top 2: Pos(7/3) / Dist 2 / Targets 1
Top 3: Pos(8/2) / Dist 2 / Targets 1
Top 4: Pos(3/2) / Dist 5 / Targets 2
Top 5: Pos(4/3) / Dist 5 / Targets 2
Top 6: Pos(3/1) / Dist 4 / Targets 2
Top 7: Pos(11/2) / Dist 5 / Targets 1
Top 8: Pos(3/0) / Dist 5 / Targets 1
Top 9: Pos(3/3) / Dist 6 / Targets 2
Top 10: Pos(2/1) / Dist 5 / Targets 2
found at least one field to move to (8/1), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/1) to (8/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(6/5) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (8/4) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (1/11) cost is 15
Calculating cost to destination (2/10) cost is 13
Calculating cost to destination (3/11) cost is 13
Calculating cost to destination (2/12) cost is 15
found 5 valid attack positions, closest at (6/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (5/4) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 12
Calculating cost to destination (2/10) cost is 10
Calculating cost to destination (3/11) cost is 10
Calculating cost to destination (2/12) cost is 12
found 4 valid attack positions, closest at (3/11) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpGeist: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 2, current round 4, so 3 < 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Geist: Adding followup-Effect for conjuredcreature_borrowedtime: conjuredcreature_die
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(6/6) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(4/5) / Dist6 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(9/4) / Dist7 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/3) to (4/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (5/2)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 13
Calculating cost to destination (2/10) cost is 11
Calculating cost to destination (3/11) cost is 11
Calculating cost to destination (2/12) cost is 13
found 4 valid attack positions, closest at (3/11) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(6/5) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/5) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 15
Calculating cost to destination (2/10) cost is 13
Calculating cost to destination (3/11) cost is 13
Calculating cost to destination (2/12) cost is 15
found 4 valid attack positions, closest at (3/11) (dist: 13), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (4/6) to (4/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 9
Calculating cost to destination (2/10) cost is 7
Calculating cost to destination (3/11) cost is 7
Calculating cost to destination (2/12) cost is 9
found 4 valid attack positions, closest at (3/11) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(4/8) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(4/4) / Dist7 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (6/8) to (5/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 10
Calculating cost to destination (2/10) cost is 8
Calculating cost to destination (3/11) cost is 8
Calculating cost to destination (2/12) cost is 10
found 4 valid attack positions, closest at (3/11) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(6/5) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Berthold on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/7) to (5/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 10
Calculating cost to destination (2/10) cost is 8
Calculating cost to destination (3/11) cost is 8
Calculating cost to destination (2/12) cost is 10
found 4 valid attack positions, closest at (3/11) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/11) / Dist7 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 10 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/6) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 12
Calculating cost to destination (2/10) cost is 10
Calculating cost to destination (3/11) cost is 10
Calculating cost to destination (2/12) cost is 12
found 4 valid attack positions, closest at (3/11) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (4/9) to (4/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 6
Calculating cost to destination (2/10) cost is 4
Calculating cost to destination (3/11) cost is 4
Calculating cost to destination (2/12) cost is 6
found 4 valid attack positions, closest at (3/11) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpGeist: Removing battle effect conjuredcreature_die, started in battleround 4, duration 1, current round 6, so 5 < 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Geist: Removing durable effect conjuredcreature_die
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Luna on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(4/4) / Dist7 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (4/9) to (3/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 6
Calculating cost to destination (2/10) cost is 4
Calculating cost to destination (3/11) cost is 4
Calculating cost to destination (2/12) cost is 6
found 4 valid attack positions, closest at (3/11) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/11) to (2/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 7
Calculating cost to destination (2/10) cost is 5
Calculating cost to destination (2/12) cost is 5
found 3 valid attack positions, closest at (2/12) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/11) / Dist7 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 9 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (8/1)
Maximum Distance for approach is 2
Checking position (8/2) viable, distance 1, count 1
Checking position (9/2) viable, distance 2, count 1
Checking position (9/1) viable, distance 1, count 1
Checking position (9/0) viable, distance 2, count 0
Checking position (8/0) viable, distance 1, count 0
Checking position (7/0) viable, distance 2, count 0
Checking position (7/1) viable, distance 1, count 0
Checking position (7/2) viable, distance 2, count 0
Checking position (8/3) viable, distance 2, count 1
Checking position (9/3) viable, distance 3, count 1
Checking position (7/3) viable, distance 3, count 0
Checking position (10/3) viable, distance 4, count 1
Checking position (10/2) viable, distance 3, count 1
Checking position (10/1) viable, distance 2, count 1
Checking position (10/0) viable, distance 3, count 1
Checking position (6/0) viable, distance 3, count 1
Checking position (6/1) viable, distance 2, count 1
Checking position (6/2) viable, distance 3, count 0
Checking position (6/3) viable, distance 4, count 0
Checking position (8/4) viable, distance 3, count 1
Checking position (9/4) viable, distance 4, count 1
Checking position (7/4) viable, distance 4, count 1
Checking position (10/4) viable, distance 5, count 1
Checking position (11/4) viable, distance 6, count 1
Checking position (11/3) viable, distance 5, count 1
Checking position (11/2) viable, distance 4, count 1
Checking position (11/1) viable, distance 3, count 1
Checking position (11/0) viable, distance 4, count 1
Checking position (5/0) viable, distance 4, count 0
Checking position (5/1) viable, distance 3, count 0
Checking position (5/2) viable, distance 4, count 0
Checking position (5/3) viable, distance 5, count 1
Checking position (5/4) viable, distance 6, count 0
Checking position (8/5) viable, distance 4, count 1
Checking position (9/5) viable, distance 5, count 1
Checking position (7/5) viable, distance 5, count 1
Checking position (10/5) viable, distance 6, count 1
Checking position (6/5) viable, distance 6, count 1
Checking position (12/3) viable, distance 6, count 1
Checking position (12/2) viable, distance 5, count 1
Checking position (12/1) viable, distance 4, count 1
Checking position (12/0) viable, distance 5, count 1
Checking position (4/0) viable, distance 5, count 1
Checking position (4/1) viable, distance 4, count 1
Checking position (4/2) viable, distance 5, count 0
Checking position (4/3) viable, distance 6, count 0
Checking position (8/6) viable, distance 5, count 1
Checking position (9/6) viable, distance 6, count 0
Checking position (7/6) viable, distance 6, count 1
Checking position (13/2) viable, distance 6, count 1
found 35 viable fields
Top 1: Pos(9/1) / Dist 1 / Targets 1
Top 2: Pos(8/2) / Dist 1 / Targets 1
Top 3: Pos(10/1) / Dist 2 / Targets 1
Top 4: Pos(6/1) / Dist 2 / Targets 1
Top 5: Pos(9/2) / Dist 2 / Targets 1
Top 6: Pos(8/3) / Dist 2 / Targets 1
Top 7: Pos(6/5) / Dist 6 / Targets 1
Top 8: Pos(12/2) / Dist 5 / Targets 1
Top 9: Pos(12/3) / Dist 6 / Targets 1
Top 10: Pos(9/5) / Dist 5 / Targets 1
found at least one field to move to (9/1), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (9/1) to (9/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/11) / Dist10 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (3/10) to (2/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 4
Calculating cost to destination (2/10) cost is 2
found 2 valid attack positions, closest at (2/10) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/9) to (2/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 12
found 1 valid attack positions, closest at (1/11) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/1) / Dist10 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/5) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (4/4)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 12
found 1 valid attack positions, closest at (1/11) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/11) / Dist10 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (1/8) to (0/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 7
found 1 valid attack positions, closest at (1/11) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(0/10) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(9/1) / Dist10 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (3/7) to (3/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/6)
Maximum Distance for approach is 0 (BP left 3), no LOS-approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 13
found 1 valid attack positions, closest at (1/11) (dist: 13), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (9/1)
Maximum Distance for approach is 2
Checking position (9/2) viable, distance 1, count 1
Checking position (10/2) viable, distance 2, count 1
Checking position (10/1) viable, distance 1, count 1
Checking position (10/0) viable, distance 2, count 0
Checking position (9/0) viable, distance 1, count 0
Checking position (8/0) viable, distance 2, count 0
Checking position (8/1) viable, distance 1, count 0
Checking position (8/2) viable, distance 2, count 0
Checking position (9/3) viable, distance 2, count 1
Checking position (10/3) viable, distance 3, count 1
Checking position (8/3) viable, distance 3, count 1
Checking position (11/3) viable, distance 4, count 1
Checking position (11/2) viable, distance 3, count 1
Checking position (11/1) viable, distance 2, count 1
Checking position (11/0) viable, distance 3, count 1
Checking position (7/0) viable, distance 3, count 0
Checking position (7/1) viable, distance 2, count 0
Checking position (7/2) viable, distance 3, count 0
Checking position (7/3) viable, distance 4, count 0
Checking position (9/4) viable, distance 3, count 1
Checking position (10/4) viable, distance 4, count 1
Checking position (8/4) viable, distance 4, count 1
Checking position (11/4) viable, distance 5, count 1
Checking position (7/4) viable, distance 5, count 0
Checking position (12/4) viable, distance 6, count 1
Checking position (12/3) viable, distance 5, count 1
Checking position (12/2) viable, distance 4, count 1
Checking position (12/1) viable, distance 3, count 1
Checking position (12/0) viable, distance 4, count 1
Checking position (6/0) viable, distance 4, count 0
Checking position (6/1) viable, distance 3, count 0
Checking position (6/2) viable, distance 4, count 0
Checking position (6/3) viable, distance 5, count 0
Checking position (9/5) viable, distance 4, count 1
Checking position (10/5) viable, distance 5, count 1
Checking position (8/5) viable, distance 5, count 1
Checking position (11/5) viable, distance 6, count 1
Checking position (7/5) viable, distance 6, count 1
Checking position (13/3) viable, distance 6, count 1
Checking position (13/2) viable, distance 5, count 1
Checking position (13/1) viable, distance 4, count 1
Checking position (13/0) viable, distance 5, count 1
Checking position (5/0) viable, distance 5, count 0
Checking position (5/1) viable, distance 4, count 0
Checking position (5/2) viable, distance 5, count 0
Checking position (5/3) viable, distance 6, count 0
Checking position (9/6) viable, distance 5, count 1
Checking position (10/6) viable, distance 6, count 1
Checking position (8/6) viable, distance 6, count 1
Checking position (14/2) viable, distance 6, count 1
found 32 viable fields
Top 1: Pos(10/1) / Dist 1 / Targets 1
Top 2: Pos(9/2) / Dist 1 / Targets 1
Top 3: Pos(11/1) / Dist 2 / Targets 1
Top 4: Pos(9/3) / Dist 2 / Targets 1
Top 5: Pos(10/2) / Dist 2 / Targets 1
Top 6: Pos(7/5) / Dist 6 / Targets 1
Top 7: Pos(13/3) / Dist 6 / Targets 1
Top 8: Pos(11/5) / Dist 6 / Targets 1
Top 9: Pos(9/5) / Dist 4 / Targets 1
Top 10: Pos(10/5) / Dist 5 / Targets 1
found at least one field to move to (10/1), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (10/1) to (10/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/11) / Dist10 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (1/11) to (1/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/11) cost is 2
found 1 valid attack positions, closest at (1/11) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Tim on Position 1Adding Char Luna on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(10/1) / Dist10 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/11) / Dist10 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Ilgar on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is NOT null, reactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is NOT null, using executePostBattleScript
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 61.83%, Dir -1, moving False, route varnheim-auplog], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 61.83%, Dir -1, moving False, route varnheim-auplog], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 61.83627, cspeed 0.9166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: afterrest
Script:startdlg("reise18_wildschweine-nach-rast");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise18_wildschweine-nach-rast_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise18_wildschweine-nach-rast_hl[1] dlgResponse 1 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TravelRoute: No 'Any' Events found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 12:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
Reise49_Schafe
Reise_kleiner_See
reise29_baum
reise2_auerochse_road
reise7_karene_road
JOURNEY: Random encounter at: 401.6761

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 59.99815, cspeed 0.9166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:auplog_7
Route: varnheim-auplog
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 49.98661, cspeed 0.9166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: varnheim-auplog
Script:if( getSpecialState("reise24_reissender_bach") == 0 ) {
  setSpecialState("reise24_reissender_bach",1);
  startdlg("reise24_reissender_bach");
}
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter reise60_huette/none
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 47.59478, cspeed 0.9166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: land
Script:if( "mountain" != getCurrentRouteType() &&
    "swamp" != getCurrentRouteType() )
  startdlg("reise60_huette");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise60_huette_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise60_huette_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise60_huette_hl[2] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise60_huette_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise60_huette_hl[3] dlgResponse 1 = 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise60_huette_hl [5]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise60_huette_hl[5] dlgResponse 0 = 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise60_huette_hl [6]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise60_huette_hl[6] dlgResponse 0 = 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise60_huette_hl [7]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise60_huette_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ForceEvent: Event manual:reise60_huette_rast found, setting as current
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value forcecamp
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

unknown reaction forcecamp for partner reise60_huette_hl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 47.59%, Dir -1, moving True, route varnheim-auplog], breakreason is 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 47.59%, Dir -1, moving True, route varnheim-auplog], breakreason is 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 47.59%, Dir -1, moving True, route varnheim-auplog], breakreason is 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType road found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Gulmondblatt (ID 63), Weight 4
Herb Tarnele (ID 64), Weight 12
Herb Shurinknolle (ID 122), Weight 3
Herb Ilmenblatt (ID 128), Weight 4
Herb Thonnysblüte (ID 131), Weight 2
Weight Sum: 36
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 7
Current total party hunger 138
Ration Hungermod is -20
Total Hunger 138 <= 240, sating Party completely
Remaining Ration value 102, making 5 Rations
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 402.0118 season 2 area general: WeatherForecast[ Clouds none Wind soft Rain none, Temp 9 - 30 = uwsValue 8 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 39.99494, cspeed 0.9166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:varnheim_14
Route: varnheim-auplog
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 27.46575, cspeed 0.9166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 27.46%, Dir -1, moving False, route varnheim-auplog], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 27.46%, Dir -1, moving False, route varnheim-auplog], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType road found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Gulmondblatt (ID 63), Weight 4
Herb Tarnele (ID 64), Weight 12
Herb Shurinknolle (ID 122), Weight 3
Herb Ilmenblatt (ID 128), Weight 4
Herb Thonnysblüte (ID 131), Weight 2
Weight Sum: 36
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 403.0002 season 2 area general: WeatherForecast[ Clouds none Wind soft Rain none, Temp 9 - 30 = uwsValue 8 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 19.99175, cspeed 1.833333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:rest
Hint:auplog_8
Route: varnheim-auplog
Script:
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc -0.02303704, cspeed 1.833333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 3.523233 ms
Unloading 34 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 4954 unused Assets to reduce memory usage. Loaded Objects now: 43380.
Total: 42.219925 ms (FindLiveObjects: 1.609615 ms CreateObjectMapping: 0.630406 ms MarkObjects: 20.837000 ms  DeleteObjects: 18.511217 ms)

Updating Mapicons for town varnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town varnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_weap
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene trader_weap
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Säbel (ID 3), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kurzbogen (ID 9), Uses 0, Count 1, broken False, BF 0, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kurzbogen (ID 9), Uses 0, Count 1, broken False, BF 0, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Säbel (ID 3), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Säbel (ID 3), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Säbel (ID 3), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory10 (UnityEngine.BoxCollider) (inventory10), container inventory10 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory10 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory07 (UnityEngine.BoxCollider) (inventory07), container inventory07 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory07 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_145 (UnityEngine.BoxCollider) (item_145), container 
container is null, itemdrop item: item_145 (CraftyDDItem)
itemdrop container: inventory07 (item_145)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory07 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_89 (UnityEngine.BoxCollider) (item_89), container 
container is null, itemdrop item: item_89 (CraftyDDItem)
itemdrop container: inventory07 (item_89)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory07 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_89 (UnityEngine.BoxCollider) (item_89), container 
container is null, itemdrop item: item_89 (CraftyDDItem)
itemdrop container: inventory10 (item_89)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory10 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_89 (UnityEngine.BoxCollider) (item_89), container 
container is null, itemdrop item: item_89 (CraftyDDItem)
itemdrop container: inventory07 (item_89)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory07 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_147 (UnityEngine.BoxCollider) (item_147), container 
container is null, itemdrop item: item_147 (CraftyDDItem)
itemdrop container: inventory12 (item_147)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory12 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory13 (UnityEngine.BoxCollider) (inventory13), container inventory13 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory13 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory08 (UnityEngine.BoxCollider) (inventory08), container inventory08 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory08 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory11 (UnityEngine.BoxCollider) (inventory11), container inventory11 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory11 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory08 (UnityEngine.BoxCollider) (inventory08), container inventory08 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory08 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory21 (UnityEngine.BoxCollider) (inventory21), container inventory21 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory21 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory20 (UnityEngine.BoxCollider) (inventory20), container inventory20 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory20 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory19 (UnityEngine.BoxCollider) (inventory19), container inventory19 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory19 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory14 (UnityEngine.BoxCollider) (inventory14), container inventory14 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory14 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory18 (UnityEngine.BoxCollider) (inventory18), container inventory18 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory18 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory17 (UnityEngine.BoxCollider) (inventory17), container inventory17 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory17 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory15 (UnityEngine.BoxCollider) (inventory15), container inventory15 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory15 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory16 (UnityEngine.BoxCollider) (inventory16), container inventory16 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory16 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory21 (UnityEngine.BoxCollider) (inventory21), container inventory21 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory21 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory10 (UnityEngine.BoxCollider) (inventory10), container inventory10 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory10 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_128 (UnityEngine.BoxCollider) (item_128), container 
container is null, itemdrop item: item_128 (CraftyDDItem)
itemdrop container: inventory07 (item_128)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory07 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory10 (UnityEngine.BoxCollider) (inventory10), container inventory10 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory10 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kurzbogen (ID 9), Uses 0, Count 1, broken False, BF 0, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Armbrust (ID 12), Uses 0, Count 1, broken False, BF 0, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_5_p, Moving to coordinates (58.2, 3.0, -29.1)
(58.2, 3.0, -24.3)
(0.0, 1.5, 3.8)
(2.5, 2.9, 0.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town varnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_herbs
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene trader_herbs
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: kraeuter.1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: kraeuter.3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: kraeuter.4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: kraeuter.5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Zaubertrank (ID 154), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Heiltrank (ID 145), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Vierblättrige Einbeere (ID 60), Uses 0, Count 10, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Gulmondblatt (ID 63), Uses 0, Count 10, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Shurinknolle (ID 122), Uses 0, Count 10, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Tarnele (ID 64), Uses 0, Count 20, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Wirselkraut (ID 61), Uses 0, Count 20, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Eitriger Krötenschemel (ID 62), Uses 0, Count 20, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Wirselkraut (ID 61), Uses 0, Count 20, broken False, BF -1, level 0, varusestype ] count is 20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Tarnele (ID 64), Uses 0, Count 20, broken False, BF -1, level 0, varusestype ] count is 20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character G (UnityEngine.BoxCollider) (Character G), container Character G (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character G (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character G (UnityEngine.BoxCollider) (Character G), container Character G (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character G (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_13_p, Moving to coordinates (51.5, 3.0, -53.8)
(44.2, 3.0, -54.7)
(-1.0, 1.6, 6.4)
(2.1, 3.1, 0.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town varnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_4_p, Moving to coordinates (29.8, 3.0, -80.9)
(29.8, 3.0, -77.5)
(0.0, 1.5, 2.6)
(2.3, 2.9, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town varnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: herberge.1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 3 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 404.0033 season 2 area coast: WeatherForecast[ Clouds none Wind soft Rain none, Temp 9 - 30 = uwsValue 8 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_9_p, Moving to coordinates (74.1, 3.0, -48.3)
(71.1, 3.0, -48.3)
(0.0, 1.5, 2.0)
(2.1, 2.9, 0.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town varnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_9_p, Moving to coordinates (74.1, 3.0, -48.3)
(71.1, 3.0, -48.3)
(0.0, 1.5, 2.0)
(2.1, 2.9, 0.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town varnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_herbs
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hylailer Feuer (ID 239), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hylailer Feuer (ID 239), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hylailer Feuer (ID 239), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hylailer Feuer (ID 239), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hylailer Feuer (ID 239), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hylailer Feuer (ID 239), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hylailer Feuer (ID 239), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item MU-Elixier (ID 147), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item MU-Elixier (ID 226), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item KL-Elixier (ID 148), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_147 (UnityEngine.BoxCollider) (item_147), container 
container is null, itemdrop item: item_147 (CraftyDDItem)
itemdrop container: inventory11 (item_147)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory11 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_226 (UnityEngine.BoxCollider) (item_226), container 
container is null, itemdrop item: item_226 (CraftyDDItem)
itemdrop container: inventory12 (item_226)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory12 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Glasflasche (ID 31), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Glasflasche (ID 31), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Krötenschemelgift (ID 144), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Shurinknollengift (ID 55), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_13_p, Moving to coordinates (51.5, 3.0, -53.8)
(44.2, 3.0, -54.7)
(-1.0, 1.6, 6.4)
(2.1, 3.1, 0.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town varnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory03 (UnityEngine.BoxCollider) (inventory03), container inventory03 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory03 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory06 (UnityEngine.BoxCollider) (inventory06), container inventory06 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory06 (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory06 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory03 (UnityEngine.BoxCollider) (inventory03), container inventory03 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory03 (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory03 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Proviantpaket (ID 45), Uses 0, Count 18, broken False, BF 0, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_4_p, Moving to coordinates (50.8, 3.0, -58.8)
(47.4, 3.0, -58.8)
(0.0, 1.5, 2.6)
(2.3, 2.9, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town varnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Harfe (ID 37), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_4_p, Moving to coordinates (50.8, 3.0, -58.8)
(47.4, 3.0, -58.8)
(0.0, 1.5, 2.6)
(2.3, 2.9, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town varnheim
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route varnheim-daspota, distance 19, expected speed 1.416667 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TravelRoute: No 'Any' Events found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 8:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
reise2_auerochse_sw
JOURNEY: Random encounter at: 404.893

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 35.11455, cspeed 2.833333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: varnheim-daspota
Script:if( getSpecialState("reise1_varnheim-daspota") == 0 ) {
  setSpecialState("reise1_varnheim-daspota",1);
  startdlg("reise1_varnheim-daspota");
}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise1_varnheim-daspota_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise1_varnheim-daspota_hl[1] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise1_varnheim-daspota_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise1_varnheim-daspota_hl[2] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 50.05589, cspeed 2.833333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: varnheim-daspota
Script:startdlg("Kutter_1")

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Kutter_1_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Kutter_1_hl[1] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Kutter_1_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Kutter_1_hl[2] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc 100.0031, cspeed 2.833333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 7.530632 ms
Unloading 18 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 1542 unused Assets to reduce memory usage. Loaded Objects now: 22414.
Total: 35.040016 ms (FindLiveObjects: 0.879368 ms CreateObjectMapping: 0.344963 ms MarkObjects: 19.471865 ms  DeleteObjects: 13.897093 ms)

Updating Mapicons for town daspota
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 15-97/13//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 96-64/51//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 53-35/34//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town daspota
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 15-97/13//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 96-64/51//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 53-35/34//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/Ankunft Daspota.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing BuildingEvent 2-56 / if( getSpecialState("fd_daspota2_6") != "1" )
  startdlg("daspota2_6");
else
  showMessage("daspota_20");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota2_6_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota2_6_hl[1] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota2_6_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota2_6_hl[2] dlgResponse 0 = 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota2_6_hl [6]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota2_6_hl[6] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle Daspota_Tischler in Scene dorfkampf_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/0)
Maximum Distance for approach is 5
Checking position (3/1) viable, distance 1, count 0
Checking position (4/1) viable, distance 2, count 0
Checking position (4/0) viable, distance 1, count 0
Checking position (2/0) viable, distance 1, count 1
Checking position (2/1) viable, distance 2, count 3
Checking position (3/2) viable, distance 2, count 4
Checking position (2/2) viable, distance 3, count 4
Checking position (5/1) viable, distance 3, count 0
Checking position (5/0) viable, distance 2, count 0
Checking position (1/0) viable, distance 2, count 3
Checking position (1/1) viable, distance 3, count 4
Checking position (3/3) viable, distance 3, count 4
Checking position (4/3) viable, distance 4, count 4
Checking position (2/3) viable, distance 4, count 4
Checking position (1/3) viable, distance 5, count 5
Checking position (6/1) viable, distance 4, count 0
Checking position (6/0) viable, distance 3, count 0
Checking position (0/0) viable, distance 3, count 4
Checking position (3/4) viable, distance 4, count 5
Checking position (4/4) viable, distance 5, count 4
Checking position (2/4) viable, distance 5, count 5
Checking position (5/4) viable, distance 6, count 4
Checking position (5/3) viable, distance 5, count 3
Checking position (1/4) viable, distance 6, count 5
Checking position (0/2) viable, distance 7, count 4
Checking position (0/3) viable, distance 6, count 5
Checking position (0/4) viable, distance 7, count 5
Checking position (7/1) viable, distance 5, count 0
Checking position (7/0) viable, distance 4, count 2
Checking position (3/5) viable, distance 5, count 5
Checking position (4/5) viable, distance 6, count 5
Checking position (2/5) viable, distance 6, count 5
Checking position (5/5) viable, distance 7, count 4
Checking position (1/5) viable, distance 7, count 4
Checking position (6/5) viable, distance 8, count 3
Checking position (6/4) viable, distance 7, count 3
Checking position (6/3) viable, distance 6, count 3
Checking position (0/5) viable, distance 8, count 4
Checking position (8/2) viable, distance 7, count 4
Checking position (8/1) viable, distance 6, count 4
Checking position (8/0) viable, distance 5, count 3
Checking position (3/6) viable, distance 6, count 4
Checking position (4/6) viable, distance 7, count 4
Checking position (2/6) viable, distance 7, count 4
Checking position (5/6) viable, distance 8, count 4
Checking position (1/6) viable, distance 8, count 3
Checking position (6/6) viable, distance 9, count 4
Checking position (0/6) viable, distance 9, count 3
Checking position (7/5) viable, distance 9, count 2
Checking position (7/4) viable, distance 8, count 3
found 42 viable fields
Top 1: Pos(3/4) / Dist 4 / Targets 5
Top 2: Pos(3/5) / Dist 5 / Targets 5
Top 3: Pos(1/3) / Dist 5 / Targets 5
Top 4: Pos(2/4) / Dist 5 / Targets 5
Top 5: Pos(3/2) / Dist 2 / Targets 4
Top 6: Pos(0/0) / Dist 3 / Targets 4
Top 7: Pos(3/3) / Dist 3 / Targets 4
Top 8: Pos(2/2) / Dist 3 / Targets 4
Top 9: Pos(1/1) / Dist 3 / Targets 4
Top 10: Pos(4/3) / Dist 4 / Targets 4
found at least one field to move to (3/4), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (3/1) to (3/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(8/7) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(9/10) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(10/9) / Dist7 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(10/10) / Dist7 / Targetid0: DSA.Model.BattleCharacter
Top 5: Pos(10/7) / Dist7 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (0/1)
Maximum Distance for approach is 5
Checking position (0/2) viable, distance 1, count 1
Checking position (1/1) viable, distance 1, count 4
Checking position (1/0) viable, distance 2, count 3
Checking position (0/0) viable, distance 1, count 4
Checking position (0/3) viable, distance 2, count 3
Checking position (1/3) viable, distance 3, count 2
Checking position (2/2) viable, distance 3, count 4
Checking position (2/1) viable, distance 2, count 3
Checking position (2/0) viable, distance 3, count 1
Checking position (0/4) viable, distance 3, count 5
Checking position (1/4) viable, distance 4, count 5
Checking position (2/4) viable, distance 5, count 3
Checking position (2/3) viable, distance 4, count 1
Checking position (3/3) viable, distance 5, count 4
Checking position (3/2) viable, distance 4, count 4
Checking position (3/1) viable, distance 3, count 0
Checking position (3/0) viable, distance 4, count 0
Checking position (0/5) viable, distance 4, count 4
Checking position (1/5) viable, distance 5, count 4
Checking position (2/5) viable, distance 6, count 5
Checking position (3/5) viable, distance 7, count 5
Checking position (4/4) viable, distance 7, count 4
Checking position (4/3) viable, distance 6, count 4
Checking position (4/1) viable, distance 4, count 0
Checking position (4/0) viable, distance 5, count 0
Checking position (0/6) viable, distance 5, count 3
Checking position (1/6) viable, distance 6, count 3
Checking position (2/6) viable, distance 7, count 4
Checking position (3/6) viable, distance 8, count 4
Checking position (4/6) viable, distance 9, count 4
Checking position (4/5) viable, distance 8, count 5
Checking position (5/5) viable, distance 9, count 4
Checking position (5/4) viable, distance 8, count 4
Checking position (5/3) viable, distance 7, count 3
Checking position (5/1) viable, distance 5, count 0
Checking position (5/0) viable, distance 6, count 0
Checking position (0/7) viable, distance 6, count 3
Checking position (1/7) viable, distance 7, count 3
Checking position (2/7) viable, distance 8, count 3
Checking position (3/7) viable, distance 9, count 3
Checking position (6/4) viable, distance 9, count 3
Checking position (6/3) viable, distance 8, count 3
Checking position (6/1) viable, distance 6, count 0
Checking position (6/0) viable, distance 7, count 0
Checking position (0/8) viable, distance 7, count 2
Checking position (1/8) viable, distance 8, count 2
Checking position (2/8) viable, distance 9, count 2
Checking position (7/1) viable, distance 7, count 0
Checking position (7/0) viable, distance 8, count 2
Checking position (0/9) viable, distance 8, count 1
found 41 viable fields
Top 1: Pos(0/4) / Dist 3 / Targets 5
Top 2: Pos(1/4) / Dist 4 / Targets 5
Top 3: Pos(0/0) / Dist 1 / Targets 4
Top 4: Pos(1/1) / Dist 1 / Targets 4
Top 5: Pos(2/2) / Dist 3 / Targets 4
Top 6: Pos(0/5) / Dist 4 / Targets 4
Top 7: Pos(3/2) / Dist 4 / Targets 4
Top 8: Pos(3/3) / Dist 5 / Targets 4
Top 9: Pos(1/5) / Dist 5 / Targets 4
Top 10: Pos(1/0) / Dist 2 / Targets 3
found at least one field to move to (0/4), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (0/2) to (0/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(8/7) / Dist8 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(10/9) / Dist10 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(10/10) / Dist10 / Targetid0: DSA.Model.BattleCharacter
Top 5: Pos(10/7) / Dist10 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (2/2) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/11) cost is 18
Calculating cost to destination (9/7) cost is 13
Calculating cost to destination (10/6) cost is 13
Calculating cost to destination (11/7) cost is 15
Calculating cost to destination (10/8) cost is 15
Calculating cost to destination (9/9) cost is 15
Calculating cost to destination (10/8) cost is 15
Calculating cost to destination (11/9) cost is 17
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (8/6) cost is 11
Calculating cost to destination (9/7) cost is 13
Calculating cost to destination (8/8) cost is 13
Calculating cost to destination (11/9) cost is 17
Calculating cost to destination (11/11) cost is 19
Calculating cost to destination (8/10) cost is 15
Calculating cost to destination (9/9) cost is 15
Calculating cost to destination (9/11) cost is 17
found 17 valid attack positions, closest at (7/7) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(8/7) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(10/7) / Dist6 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(9/10) / Dist8 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (11/9) to (9/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell radau needs settings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell radau needs settings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current 45, original cost 8, effective cost 14, delta -6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Hexenbesen(battle/broom): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Hexenbesen(battle/broom), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit spawn
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Hexenbesen in state current following path from (8/8) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 11
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (3/2) cost is 12
Calculating cost to destination (4/1) cost is 14
Calculating cost to destination (4/3) cost is 10
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (5/4) cost is 8
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (0/3) cost is 14
Calculating cost to destination (1/4) cost is 12
Calculating cost to destination (0/5) cost is 12
found 14 valid attack positions, closest at (6/5) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/11) to (9/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (8/10) to (8/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state none following path from (7/10) to (7/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell geisterrufen doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 47, original cost 9, effective cost 9, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Geist(battle/ghost): 
zweihaender count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Geist(battle/ghost), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit spawn
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Frija on Position 1Adding Char Berthold on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Geist in state current following path from (7/8) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 11
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (3/2) cost is 12
Calculating cost to destination (4/1) cost is 14
Calculating cost to destination (4/3) cost is 10
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (5/4) cost is 8
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (0/3) cost is 14
Calculating cost to destination (1/4) cost is 12
Calculating cost to destination (0/5) cost is 12
found 13 valid attack positions, closest at (5/6) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (9/6) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 13
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (3/2) cost is 12
Calculating cost to destination (4/1) cost is 12
Calculating cost to destination (4/3) cost is 10
Calculating cost to destination (4/5) cost is 10
Calculating cost to destination (5/4) cost is 8
Calculating cost to destination (0/3) cost is 14
Calculating cost to destination (1/4) cost is 14
Calculating cost to destination (0/5) cost is 14
found 12 valid attack positions, closest at (5/4) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/6) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/3) cost is 9
Calculating cost to destination (4/4) cost is 7
Calculating cost to destination (3/5) cost is 7
Calculating cost to destination (3/2) cost is 10
Calculating cost to destination (4/1) cost is 10
Calculating cost to destination (4/3) cost is 8
Calculating cost to destination (4/5) cost is 6
Calculating cost to destination (5/4) cost is 6
Calculating cost to destination (0/3) cost is 12
Calculating cost to destination (1/4) cost is 10
Calculating cost to destination (0/5) cost is 10
found 12 valid attack positions, closest at (5/4) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/4) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/5) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Hexenbesen is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(5/6) / Dist5 / Targetid7: DSA.Model.BattleCharacter
Top 2: Pos(7/10) / Dist7 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Geist is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/9) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 11
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (3/2) cost is 12
Calculating cost to destination (4/1) cost is 14
Calculating cost to destination (4/3) cost is 10
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (0/3) cost is 14
Calculating cost to destination (1/4) cost is 12
Calculating cost to destination (0/5) cost is 12
found 12 valid attack positions, closest at (4/5) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(5/6) / Dist2 / Targetid7: DSA.Model.BattleCharacter
Top 2: Pos(6/4) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Geist is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell kraehenruf doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (5/4) to (5/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 46, original cost 6, effective cost 23, delta -17
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/4) to (4/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 8
Calculating cost to destination (3/3) cost is 6
Calculating cost to destination (4/4) cost is 6
Calculating cost to destination (3/5) cost is 8
Calculating cost to destination (3/2) cost is 7
Calculating cost to destination (4/1) cost is 9
Calculating cost to destination (4/3) cost is 5
Calculating cost to destination (4/5) cost is 7
Calculating cost to destination (0/3) cost is 9
Calculating cost to destination (1/4) cost is 9
Calculating cost to destination (0/5) cost is 11
found 11 valid attack positions, closest at (4/3) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(4/3) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(5/6) / Dist5 / Targetid7: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 13
Calculating cost to destination (3/3) cost is 15
Calculating cost to destination (4/4) cost is 11
Calculating cost to destination (3/5) cost is 11
Calculating cost to destination (3/2) cost is 16
Calculating cost to destination (4/1) cost is 14
Calculating cost to destination (4/5) cost is 10
Calculating cost to destination (0/3) cost is 16
Calculating cost to destination (1/4) cost is 14
Calculating cost to destination (0/5) cost is 14
found 10 valid attack positions, closest at (4/5) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state none following path from (5/9) to (5/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/4) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(5/6) / Dist2 / Targetid7: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(5/9) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/7) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 41, original cost 6, effective cost 8, delta -2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 39, original cost 6, effective cost 7, delta -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Hexenbesen on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Geist in state current following path from (5/5) to (4/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 5
Calculating cost to destination (3/3) cost is 7
Calculating cost to destination (4/4) cost is 3
Calculating cost to destination (3/5) cost is 3
Calculating cost to destination (3/2) cost is 8
Calculating cost to destination (4/1) cost is 10
Calculating cost to destination (0/3) cost is 8
Calculating cost to destination (1/4) cost is 6
Calculating cost to destination (0/5) cost is 6
found 9 valid attack positions, closest at (4/4) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Hexenbesen in state current following path from (5/5) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 5
Calculating cost to destination (3/3) cost is 7
Calculating cost to destination (3/5) cost is 3
Calculating cost to destination (3/2) cost is 8
Calculating cost to destination (4/1) cost is 10
Calculating cost to destination (0/3) cost is 8
Calculating cost to destination (1/4) cost is 6
Calculating cost to destination (0/5) cost is 6
found 8 valid attack positions, closest at (3/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/7) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/7) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(9/10) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/7) to (2/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 6
Calculating cost to destination (3/3) cost is 8
Calculating cost to destination (3/2) cost is 9
Calculating cost to destination (4/1) cost is 11
Calculating cost to destination (0/3) cost is 9
Calculating cost to destination (1/4) cost is 7
Calculating cost to destination (0/5) cost is 7
found 7 valid attack positions, closest at (2/4) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(2/5) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(4/3) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(5/9) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (4/8) to (3/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 10
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (3/2) cost is 13
Calculating cost to destination (4/1) cost is 15
Calculating cost to destination (0/3) cost is 11
Calculating cost to destination (1/4) cost is 9
Calculating cost to destination (0/5) cost is 9
found 7 valid attack positions, closest at (1/4) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/2) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(3/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 8 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/5) to (2/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (3/2) cost is 12
Calculating cost to destination (4/1) cost is 10
Calculating cost to destination (0/3) cost is 10
Calculating cost to destination (1/4) cost is 8
Calculating cost to destination (0/5) cost is 8
found 7 valid attack positions, closest at (1/4) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpBerthold: Removing battle effect fumble_falldown, started in battleround 3, duration 1, current round 5, so 4 < 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Berthold: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_stumble, started in battleround 3, duration 1, current round 5, so 4 < 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Hexenbesen on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/10) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(9/7) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(9/10) / Dist8 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(2/6) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(2/5) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/3) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/2) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(3/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 7 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (2/4) to (2/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 1
Calculating cost to destination (3/3) cost is 3
Calculating cost to destination (3/2) cost is 4
Calculating cost to destination (4/1) cost is 6
Calculating cost to destination (0/3) cost is 4
Calculating cost to destination (1/4) cost is 2
Calculating cost to destination (0/5) cost is 2
found 7 valid attack positions, closest at (2/4) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (2/7) to (0/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 8
Calculating cost to destination (3/2) cost is 9
Calculating cost to destination (4/1) cost is 11
Calculating cost to destination (0/3) cost is 7
Calculating cost to destination (1/4) cost is 5
Calculating cost to destination (0/5) cost is 5
found 6 valid attack positions, closest at (0/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(3/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(4/2) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (2/5) to (1/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 6
Calculating cost to destination (3/2) cost is 7
Calculating cost to destination (4/1) cost is 9
Calculating cost to destination (0/3) cost is 5
Calculating cost to destination (1/4) cost is 3
found 5 valid attack positions, closest at (1/4) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(2/4) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(1/4) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(9/7) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(9/10) / Dist8 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/10) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/2) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(3/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 6 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(3/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(4/2) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/10) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(2/4) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(1/4) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(9/7) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(9/10) / Dist8 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/2) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(3/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 5 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(3/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(4/2) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/10) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(2/4) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(1/4) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(9/7) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(9/10) / Dist8 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/2) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(3/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 4 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(3/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(4/2) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/10) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Luna on Position 1Adding Char Ilgar on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(2/4) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(1/4) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(9/7) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(9/10) / Dist8 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Ilgar on Position 1Adding Char Berthold on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Berthold on Position 1Adding Char Tim on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/2) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 3 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/2) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFrija: Removing battle effect fumble_stumble, started in battleround 8, duration 1, current round 10, so 9 < 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Frija: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Geist on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Hexenbesen in state current following path from (3/4) to (0/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/3) cost is 5
found 1 valid attack positions, closest at (0/3) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 10, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (9/7)
Maximum Distance for approach is 2
Checking position (9/8) viable, distance 1, count 0
Checking position (10/8) viable, distance 2, count 0
Checking position (10/7) viable, distance 1, count 0
Checking position (10/6) viable, distance 2, count 0
Checking position (9/6) viable, distance 1, count 0
Checking position (8/6) viable, distance 2, count 0
Checking position (8/7) viable, distance 1, count 0
Checking position (8/8) viable, distance 2, count 1
Checking position (9/9) viable, distance 2, count 1
Checking position (10/9) viable, distance 3, count 1
Checking position (8/9) viable, distance 3, count 1
Checking position (11/9) viable, distance 4, count 0
Checking position (11/8) viable, distance 3, count 0
Checking position (11/7) viable, distance 2, count 0
Checking position (11/6) viable, distance 3, count 0
Checking position (11/5) viable, distance 4, count 0
Checking position (10/5) viable, distance 3, count 0
Checking position (9/5) viable, distance 2, count 0
Checking position (8/5) viable, distance 3, count 0
Checking position (7/5) viable, distance 4, count 0
Checking position (7/6) viable, distance 3, count 0
Checking position (7/7) viable, distance 2, count 0
Checking position (7/8) viable, distance 3, count 1
Checking position (7/9) viable, distance 4, count 1
Checking position (10/10) viable, distance 4, count 1
Checking position (8/10) viable, distance 4, count 1
Checking position (11/10) viable, distance 5, count 1
Checking position (7/10) viable, distance 5, count 1
Checking position (11/4) viable, distance 5, count 0
Checking position (10/4) viable, distance 4, count 0
Checking position (9/4) viable, distance 3, count 0
Checking position (8/4) viable, distance 4, count 0
Checking position (7/4) viable, distance 5, count 0
Checking position (6/4) viable, distance 6, count 0
Checking position (6/5) viable, distance 5, count 0
Checking position (6/6) viable, distance 4, count 0
Checking position (6/7) viable, distance 3, count 1
Checking position (6/8) viable, distance 4, count 1
Checking position (6/9) viable, distance 5, count 1
Checking position (6/10) viable, distance 6, count 1
Checking position (10/11) viable, distance 5, count 0
Checking position (11/11) viable, distance 6, count 0
Checking position (9/11) viable, distance 6, count 1
Checking position (8/11) viable, distance 5, count 1
Checking position (7/11) viable, distance 6, count 1
Checking position (11/3) viable, distance 6, count 0
Checking position (10/3) viable, distance 5, count 0
Checking position (9/3) viable, distance 4, count 0
Checking position (8/3) viable, distance 5, count 0
Checking position (7/3) viable, distance 6, count 0
found 17 viable fields
Top 1: Pos(9/9) / Dist 2 / Targets 1
Top 2: Pos(8/8) / Dist 2 / Targets 1
Top 3: Pos(6/9) / Dist 5 / Targets 1
Top 4: Pos(6/8) / Dist 4 / Targets 1
Top 5: Pos(6/7) / Dist 3 / Targets 1
Top 6: Pos(6/10) / Dist 6 / Targets 1
Top 7: Pos(7/11) / Dist 6 / Targets 1
Top 8: Pos(8/11) / Dist 5 / Targets 1
Top 9: Pos(9/11) / Dist 6 / Targets 1
Top 10: Pos(7/10) / Dist 5 / Targets 1
found at least one field to move to (9/9), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (9/8) to (9/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 2 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_stumble, started in battleround 9, duration 1, current round 11, so 10 < 11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpHexenbesen: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 9, current round 11, so 10 < 11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Hexenbesen: Adding followup-Effect for conjuredcreature_borrowedtime: conjuredcreature_die
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpGeist: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 9, current round 11, so 10 < 11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Geist: Adding followup-Effect for conjuredcreature_borrowedtime: conjuredcreature_die
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Tim on Position 1Adding Char Berthold on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(9/9) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Reducing Shield Item Pfeil count 1 by 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(9/9) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Attempted to swap ranged weapon with non ranged for character Ilgar. Success = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpHexenbesen: Removing battle effect conjuredcreature_die, started in battleround 11, duration 1, current round 13, so 12 < 13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Hexenbesen: Removing durable effect conjuredcreature_die
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpGeist: Removing battle effect conjuredcreature_die, started in battleround 11, duration 1, current round 13, so 12 < 13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Geist: Removing durable effect conjuredcreature_die
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Berthold on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(9/9) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(9/9) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Tim on Position 1Adding Char Berthold on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(9/9) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(0/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(9/10) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(9/9) / Dist9 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Ilgar on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_2_p, Moving to coordinates (2.9, 2.9, -56.4)
(1.7, 2.9, -53.4)
(0.0, 1.5, 2.4)
(2.5, 3.2, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town daspota
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 15-97/13//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 96-64/51//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 53-35/34//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle Daspota_Tischler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing BuildingEvent 2-56 / if( getSpecialState("fd_daspota2_6") != "1" )
  startdlg("daspota2_6");
else
  showMessage("daspota_20");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing BuildingEvent 42-110 / if( getSpecialState("fd_daspota1_7") != "1" )
  startdlg("daspota1_7");
else
  showMessage("daspota_20");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota1_7_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota1_7_hl[1] dlgResponse 1 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota1_7_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota1_7_hl[3] dlgResponse 0 = 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota1_7_hl [5]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota1_7_hl[5] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle Daspota_Spielhaus in Scene hausdungeon_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Streuner(battle/thief_male): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Streuner on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (7/6) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 7
Calculating cost to destination (5/3) cost is 5
Calculating cost to destination (4/4) cost is 5
Calculating cost to destination (3/2) cost is 8
Calculating cost to destination (4/1) cost is 8
Calculating cost to destination (5/2) cost is 6
Calculating cost to destination (5/6) cost is 4
Calculating cost to destination (6/5) cost is 2
Calculating cost to destination (7/6) cost is 2
Calculating cost to destination (1/6) cost is 8
Calculating cost to destination (2/5) cost is 6
Calculating cost to destination (3/6) cost is 6
Calculating cost to destination (2/7) cost is 10
Calculating cost to destination (5/4) cost is 4
Calculating cost to destination (7/4) cost is 2
Calculating cost to destination (6/5) cost is 2
Calculating cost to destination (5/3) cost is 5
Calculating cost to destination (6/2) cost is 5
Calculating cost to destination (7/3) cost is 3
found 19 valid attack positions, closest at (7/6) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (9/6) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (3/2) cost is 11
Calculating cost to destination (4/1) cost is 11
Calculating cost to destination (5/2) cost is 9
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (1/6) cost is 11
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (3/6) cost is 9
Calculating cost to destination (2/7) cost is 11
Calculating cost to destination (5/4) cost is 7
Calculating cost to destination (7/4) cost is 5
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (6/2) cost is 8
Calculating cost to destination (7/3) cost is 6
found 18 valid attack positions, closest at (6/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Streuner canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Streuner in state current following path from (10/5) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Streuner ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 14
Calculating cost to destination (5/3) cost is 10
Calculating cost to destination (4/4) cost is 12
Calculating cost to destination (3/2) cost is 13
Calculating cost to destination (4/1) cost is 11
Calculating cost to destination (5/2) cost is 9
Calculating cost to destination (5/6) cost is 13
Calculating cost to destination (1/6) cost is 15
Calculating cost to destination (2/5) cost is 15
Calculating cost to destination (3/6) cost is 15
Calculating cost to destination (2/7) cost is 13
Calculating cost to destination (5/4) cost is 11
Calculating cost to destination (7/4) cost is 5
Calculating cost to destination (5/3) cost is 10
Calculating cost to destination (6/2) cost is 8
Calculating cost to destination (7/3) cost is 6
found 16 valid attack positions, closest at (7/4) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Streuner ID 10, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Streuner) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Streuner from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell geisterrufen doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 38, original cost 9, effective cost 9, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Geist(battle/ghost): 
zweihaender count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Geist(battle/ghost), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit spawn
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Geist in state current following path from (5/3) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/8) cost is 14
Calculating cost to destination (12/9) cost is 14
Calculating cost to destination (11/10) cost is 16
Calculating cost to destination (5/5) cost is 3
Calculating cost to destination (7/5) cost is 15
Calculating cost to destination (9/9) cost is 17
Calculating cost to destination (10/8) cost is 15
Calculating cost to destination (10/10) cost is 17
Calculating cost to destination (7/5) cost is 15
Calculating cost to destination (8/6) cost is 15
Calculating cost to destination (7/7) cost is 17
Calculating cost to destination (7/3) cost is 3
Calculating cost to destination (7/5) cost is 15
found 13 valid attack positions, closest at (5/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (9/9) to (3/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 17
Calculating cost to destination (5/3) cost is 17
Calculating cost to destination (4/4) cost is 17
Calculating cost to destination (3/2) cost is 18
Calculating cost to destination (4/1) cost is 18
Calculating cost to destination (5/2) cost is 16
Calculating cost to destination (5/6) cost is 18
Calculating cost to destination (1/6) cost is 12
Calculating cost to destination (2/5) cost is 14
Calculating cost to destination (3/6) cost is 16
Calculating cost to destination (2/7) cost is 10
Calculating cost to destination (5/4) cost is 18
Calculating cost to destination (5/3) cost is 17
Calculating cost to destination (6/2) cost is 15
Calculating cost to destination (7/3) cost is 15
Calculating cost to destination (4/5) cost is 16
Calculating cost to destination (5/4) cost is 18
Calculating cost to destination (5/6) cost is 18
found 18 valid attack positions, closest at (2/7) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (10/9) to (3/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 18
Calculating cost to destination (5/3) cost is 16
Calculating cost to destination (4/4) cost is 18
Calculating cost to destination (3/2) cost is 19
Calculating cost to destination (4/1) cost is 17
Calculating cost to destination (5/2) cost is 15
Calculating cost to destination (5/6) cost is 19
Calculating cost to destination (1/6) cost is 13
Calculating cost to destination (2/5) cost is 15
Calculating cost to destination (3/6) cost is 17
Calculating cost to destination (2/7) cost is 11
Calculating cost to destination (5/4) cost is 17
Calculating cost to destination (5/3) cost is 16
Calculating cost to destination (6/2) cost is 14
Calculating cost to destination (7/3) cost is 14
Calculating cost to destination (4/5) cost is 17
Calculating cost to destination (5/4) cost is 17
Calculating cost to destination (5/6) cost is 19
found 18 valid attack positions, closest at (2/7) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell kraehenruf doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

every Crow attacks:
Crow 1, Attack missed (12)
Crow 2, Attack missed (15)
Crow 3, Attack missed (12)
Crow 4, Normal AT, doing 1 Damage
Crow 5, Normal AT, doing 3 Damage
Crow 6, Normal AT, doing 0 Damage
Crow 7, Attack missed (18)
Crow 8, Attack missed (13)
Crow 9, Normal AT, doing 1 Damage
Crow 10, Normal AT, doing 0 Damage
Crow 11, Attack missed (19)
Crow 12, Normal AT, doing 0 Damage
Crow 13, Attack missed (15)
Crow 14, Attack missed (11)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current 29, original cost 11, effective cost 11, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gamestart_fanfaren_rm from List levelup, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 20, original cost 6, effective cost 19, delta -13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state none following path from (2/7) to (2/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/9) cost is 3
Calculating cost to destination (4/9) cost is 29
Calculating cost to destination (7/5) cost is 22
Calculating cost to destination (2/8) cost is 2
Calculating cost to destination (4/8) cost is 28
Calculating cost to destination (7/5) cost is 22
Calculating cost to destination (8/6) cost is 22
Calculating cost to destination (7/7) cost is 24
Calculating cost to destination (7/3) cost is 10
Calculating cost to destination (7/5) cost is 22
found 10 valid attack positions, closest at (2/8) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gamestart_fanfaren_rm from List levelup, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Streuner canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Streuner ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Streuner) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Streuner from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/3) to (7/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell boeserblick doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 31, original cost 7, effective cost 7, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit suffer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (2/9) to (2/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (5/3) cost is 12
Calculating cost to destination (4/4) cost is 10
Calculating cost to destination (3/2) cost is 11
Calculating cost to destination (4/1) cost is 13
Calculating cost to destination (5/2) cost is 13
Calculating cost to destination (5/6) cost is 9
Calculating cost to destination (1/8) cost is 3
Calculating cost to destination (2/7) cost is 5
Calculating cost to destination (2/9) cost is 1
Calculating cost to destination (5/4) cost is 11
Calculating cost to destination (6/3) cost is 13
Calculating cost to destination (6/3) cost is 13
Calculating cost to destination (7/2) cost is 15
Calculating cost to destination (4/5) cost is 9
Calculating cost to destination (5/4) cost is 11
Calculating cost to destination (5/6) cost is 9
found 17 valid attack positions, closest at (2/9) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 26, original cost 6, effective cost 15, delta -9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/4) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/9) cost is 9
Calculating cost to destination (3/9) cost is 25
Calculating cost to destination (7/5) cost is 17
Calculating cost to destination (4/8) cost is 23
Calculating cost to destination (3/9) cost is 25
Calculating cost to destination (7/5) cost is 17
Calculating cost to destination (8/6) cost is 17
Calculating cost to destination (7/7) cost is 19
Calculating cost to destination (7/5) cost is 17
found 9 valid attack positions, closest at (1/9) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state none following path from (4/6) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 4, original cost 6, effective cost 16, delta -10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Streuner canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Streuner ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of horriphobus
Calculating cost to destination (0/3) cost is 22
Calculating cost to destination (0/4) cost is 23
Calculating cost to destination (0/5) cost is 24
Calculating cost to destination (14/8) cost is 11
Calculating cost to destination (14/7) cost is 10
Calculating cost to destination (14/6) cost is 9
Escaping towards (14/6)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Streuner in state current following path from (8/5) to (13/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Streuner ID 10, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Streuner from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell kraehenruf doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (3/6) to (2/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/9) cost is 6
Calculating cost to destination (3/9) cost is 28
Calculating cost to destination (7/5) cost is 20
Calculating cost to destination (4/8) cost is 26
Calculating cost to destination (3/9) cost is 28
Calculating cost to destination (7/5) cost is 20
Calculating cost to destination (8/6) cost is 20
Calculating cost to destination (7/7) cost is 22
Calculating cost to destination (12/5) cost is 15
Calculating cost to destination (13/4) cost is 15
Calculating cost to destination (14/5) cost is 17
Calculating cost to destination (13/6) cost is 17
found 12 valid attack positions, closest at (1/9) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Streuner canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Streuner ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of horriphobus
Calculating cost to destination (0/3) cost is 17
Calculating cost to destination (0/4) cost is 18
Calculating cost to destination (0/5) cost is 19
Calculating cost to destination (14/8) cost is 4
Calculating cost to destination (14/7) cost is 3
Calculating cost to destination (14/6) cost is 2
Escaping right away at (14/6)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Streuner in state current following path from (14/6) to (14/6), escaping: True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Streuner from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/5) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(7/6) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpGeist: Removing battle effect conjuredcreature_borrowedtime, started in battleround 1, duration 3, current round 5, so 4 < 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Geist: Adding followup-Effect for conjuredcreature_borrowedtime: conjuredcreature_die
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Tim on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Can not play a disabled audio source
 
(Filename:  Line: 1469)

Coroutine couldn't be started because the the game object 'NPC Streuner(battle/thief_male)' is inactive!
 
(Filename:  Line: 824)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/5) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(7/6) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 8 <= 8
Calculating cost to destination (0/3) cost is 22
Calculating cost to destination (0/4) cost is 23
Calculating cost to destination (0/5) cost is 24
Calculating cost to destination (14/8) cost is 11
Calculating cost to destination (14/7) cost is 10
Calculating cost to destination (14/6) cost is 9
Escaping towards (14/6)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (7/5) to (13/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (1/8) to (1/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/9) cost is 3
Calculating cost to destination (3/9) cost is 31
Calculating cost to destination (12/5) cost is 18
Calculating cost to destination (13/4) cost is 18
Calculating cost to destination (14/5) cost is 20
Calculating cost to destination (13/6) cost is 20
Calculating cost to destination (4/8) cost is 29
Calculating cost to destination (3/9) cost is 31
Calculating cost to destination (7/5) cost is 23
Calculating cost to destination (8/6) cost is 23
Calculating cost to destination (7/7) cost is 25
found 11 valid attack positions, closest at (1/9) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/5) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (12/5) cost is 7
Calculating cost to destination (13/4) cost is 9
Calculating cost to destination (14/5) cost is 11
Calculating cost to destination (13/6) cost is 9
Calculating cost to destination (4/8) cost is 10
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (7/5) cost is 2
Calculating cost to destination (8/6) cost is 4
Calculating cost to destination (7/7) cost is 6
found 10 valid attack positions, closest at (7/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 8 <= 8
Calculating cost to destination (0/3) cost is 17
Calculating cost to destination (0/4) cost is 18
Calculating cost to destination (0/5) cost is 19
Calculating cost to destination (14/8) cost is 4
Calculating cost to destination (14/7) cost is 3
Calculating cost to destination (14/6) cost is 2
Escaping right away at (14/6)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (14/6) to (14/6), escaping: True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/3)
Maximum Distance for approach is 2
Checking position (7/4) viable, distance 1, count 0
Checking position (8/2) viable, distance 2, count 0
Checking position (7/2) viable, distance 1, count 0
Checking position (6/2) viable, distance 2, count 0
Checking position (6/3) viable, distance 1, count 0
Checking position (6/4) viable, distance 2, count 1
Checking position (6/5) viable, distance 3, count 0
Checking position (9/2) viable, distance 3, count 0
Checking position (9/1) viable, distance 4, count 0
Checking position (8/1) viable, distance 3, count 0
Checking position (7/1) viable, distance 2, count 0
Checking position (6/1) viable, distance 3, count 0
Checking position (5/1) viable, distance 4, count 0
Checking position (5/2) viable, distance 3, count 1
Checking position (5/3) viable, distance 2, count 1
Checking position (5/4) viable, distance 3, count 1
Checking position (10/3) viable, distance 5, count 0
Checking position (10/2) viable, distance 4, count 0
Checking position (10/1) viable, distance 5, count 0
Checking position (10/0) viable, distance 6, count 0
Checking position (9/0) viable, distance 5, count 0
Checking position (8/0) viable, distance 4, count 0
Checking position (7/0) viable, distance 3, count 0
Checking position (6/0) viable, distance 4, count 0
Checking position (5/0) viable, distance 5, count 0
Checking position (4/0) viable, distance 6, count 1
Checking position (4/1) viable, distance 5, count 1
Checking position (4/3) viable, distance 3, count 1
Checking position (4/4) viable, distance 4, count 0
Checking position (4/5) viable, distance 5, count 0
Checking position (11/3) viable, distance 6, count 0
Checking position (11/2) viable, distance 5, count 0
Checking position (11/1) viable, distance 6, count 0
Checking position (3/2) viable, distance 5, count 1
Checking position (3/3) viable, distance 4, count 1
Checking position (3/4) viable, distance 5, count 0
Checking position (3/5) viable, distance 6, count 0
Checking position (2/2) viable, distance 6, count 1
Checking position (2/3) viable, distance 5, count 0
Checking position (2/4) viable, distance 6, count 0
found 10 viable fields
Top 1: Pos(5/3) / Dist 2 / Targets 1
Top 2: Pos(6/4) / Dist 2 / Targets 1
Top 3: Pos(3/2) / Dist 5 / Targets 1
Top 4: Pos(4/3) / Dist 3 / Targets 1
Top 5: Pos(2/2) / Dist 6 / Targets 1
Top 6: Pos(3/3) / Dist 4 / Targets 1
Top 7: Pos(5/4) / Dist 3 / Targets 1
Top 8: Pos(5/2) / Dist 3 / Targets 1
Top 9: Pos(4/1) / Dist 5 / Targets 1
Top 10: Pos(4/0) / Dist 6 / Targets 1
found at least one field to move to (5/3), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/3) to (5/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/6) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gamestart_fanfaren_rm from List levelup, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpStreuner: Removing battle effect boeserblick, started in battleround 2, duration 4, current round 7, so 6 < 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Streuner: Removing durable effect boeserblick
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpGeist: Removing battle effect conjuredcreature_die, started in battleround 5, duration 1, current round 7, so 6 < 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Geist: Removing durable effect conjuredcreature_die
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Pirat on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Can not play a disabled audio source
 
(Filename:  Line: 1469)

Coroutine couldn't be started because the the game object 'NPC Pirat(battle/pirate)' is inactive!
 
(Filename:  Line: 824)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumblerDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumblerDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Adding Char Tim on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Adding Char Tim on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/6) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/6) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (2/9) to (3/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/8) cost is 4
Calculating cost to destination (3/9) cost is 2
Calculating cost to destination (8/6) cost is 10
Calculating cost to destination (7/7) cost is 8
found 4 valid attack positions, closest at (3/9) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_stumble, started in battleround 7, duration 1, current round 9, so 8 < 9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 10 <= 10
Calculating cost to destination (0/3) cost is 24
Calculating cost to destination (0/4) cost is 23
Calculating cost to destination (0/5) cost is 24
Calculating cost to destination (14/8) cost is 9
Calculating cost to destination (14/7) cost is 8
Calculating cost to destination (14/6) cost is 7
Escaping right away at (14/6)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (8/6) to (14/6), escaping: True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/7) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/8) cost is 6
found 1 valid attack positions, closest at (4/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/6) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/8) cost is 8
found 1 valid attack positions, closest at (4/8) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (5/3)
Maximum Distance for approach is 2
Checking position (5/4) viable, distance 1, count 0
Checking position (6/4) viable, distance 2, count 0
Checking position (6/3) viable, distance 1, count 0
Checking position (6/2) viable, distance 2, count 0
Checking position (5/2) viable, distance 1, count 0
Checking position (4/3) viable, distance 1, count 0
Checking position (4/4) viable, distance 2, count 0
Checking position (6/5) viable, distance 3, count 0
Checking position (4/5) viable, distance 3, count 0
Checking position (7/5) viable, distance 4, count 0
Checking position (7/4) viable, distance 3, count 0
Checking position (7/3) viable, distance 2, count 0
Checking position (7/2) viable, distance 3, count 0
Checking position (7/1) viable, distance 4, count 0
Checking position (6/1) viable, distance 3, count 0
Checking position (5/1) viable, distance 2, count 0
Checking position (4/1) viable, distance 3, count 0
Checking position (3/2) viable, distance 3, count 0
Checking position (3/3) viable, distance 2, count 0
Checking position (3/4) viable, distance 3, count 0
Checking position (3/5) viable, distance 4, count 0
Checking position (6/6) viable, distance 4, count 0
Checking position (7/6) viable, distance 5, count 0
Checking position (5/6) viable, distance 5, count 0
Checking position (4/6) viable, distance 4, count 0
Checking position (3/6) viable, distance 5, count 0
Checking position (8/6) viable, distance 6, count 0
Checking position (8/5) viable, distance 5, count 0
Checking position (8/2) viable, distance 4, count 0
Checking position (8/1) viable, distance 5, count 0
Checking position (8/0) viable, distance 6, count 0
Checking position (7/0) viable, distance 5, count 0
Checking position (6/0) viable, distance 4, count 0
Checking position (5/0) viable, distance 3, count 0
Checking position (4/0) viable, distance 4, count 0
Checking position (3/0) viable, distance 5, count 0
Checking position (3/1) viable, distance 4, count 0
Checking position (2/1) viable, distance 5, count 0
Checking position (2/2) viable, distance 4, count 0
Checking position (2/3) viable, distance 3, count 0
Checking position (2/4) viable, distance 4, count 0
Checking position (2/5) viable, distance 5, count 0
Checking position (2/6) viable, distance 6, count 1
Checking position (7/7) viable, distance 6, count 0
Checking position (9/2) viable, distance 5, count 0
Checking position (9/1) viable, distance 6, count 0
Checking position (2/0) viable, distance 6, count 0
Checking position (1/1) viable, distance 6, count 0
Checking position (1/2) viable, distance 5, count 0
Checking position (1/3) viable, distance 4, count 0
found 1 viable fields
Top 1: Pos(2/6) / Dist 6 / Targets 1
found at least one field to move to (2/6), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (4/4) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Can not play a disabled audio source
 
(Filename:  Line: 1469)

Coroutine couldn't be started because the the game object 'NPC Pirat(battle/pirate)' is inactive!
 
(Filename:  Line: 824)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/9) to (4/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/8) cost is 4
found 1 valid attack positions, closest at (4/8) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/5)
Maximum Distance for approach is 2
Checking position (3/6) viable, distance 1, count 0
Checking position (4/6) viable, distance 2, count 0
Checking position (4/5) viable, distance 1, count 0
Checking position (4/4) viable, distance 2, count 0
Checking position (3/4) viable, distance 1, count 0
Checking position (2/4) viable, distance 2, count 0
Checking position (2/5) viable, distance 1, count 0
Checking position (2/6) viable, distance 2, count 1
Checking position (2/7) viable, distance 3, count 0
Checking position (5/6) viable, distance 3, count 0
Checking position (5/4) viable, distance 3, count 0
Checking position (5/3) viable, distance 4, count 0
Checking position (4/3) viable, distance 3, count 0
Checking position (3/3) viable, distance 2, count 0
Checking position (2/3) viable, distance 3, count 0
Checking position (1/3) viable, distance 4, count 0
Checking position (1/4) viable, distance 3, count 1
Checking position (1/5) viable, distance 2, count 1
Checking position (1/6) viable, distance 3, count 1
Checking position (1/7) viable, distance 4, count 1
Checking position (1/8) viable, distance 5, count 0
Checking position (6/6) viable, distance 4, count 0
Checking position (6/5) viable, distance 5, count 0
Checking position (6/4) viable, distance 4, count 0
Checking position (6/3) viable, distance 5, count 0
Checking position (6/2) viable, distance 6, count 0
Checking position (5/2) viable, distance 5, count 0
Checking position (3/2) viable, distance 3, count 0
Checking position (2/2) viable, distance 4, count 0
Checking position (1/2) viable, distance 5, count 0
Checking position (0/2) viable, distance 6, count 1
Checking position (0/3) viable, distance 5, count 1
Checking position (0/4) viable, distance 4, count 1
Checking position (0/5) viable, distance 3, count 1
Checking position (0/6) viable, distance 4, count 1
Checking position (0/7) viable, distance 5, count 0
Checking position (0/8) viable, distance 6, count 0
Checking position (7/7) viable, distance 6, count 0
Checking position (7/6) viable, distance 5, count 0
Checking position (7/5) viable, distance 6, count 0
Checking position (7/4) viable, distance 5, count 0
Checking position (7/3) viable, distance 6, count 0
Checking position (4/1) viable, distance 5, count 0
Checking position (3/1) viable, distance 4, count 0
Checking position (2/1) viable, distance 5, count 0
Checking position (1/1) viable, distance 6, count 0
Checking position (4/0) viable, distance 6, count 0
Checking position (3/0) viable, distance 5, count 0
Checking position (2/0) viable, distance 6, count 0
found 10 viable fields
Top 1: Pos(1/5) / Dist 2 / Targets 1
Top 2: Pos(2/6) / Dist 2 / Targets 1
Top 3: Pos(0/4) / Dist 4 / Targets 1
Top 4: Pos(0/3) / Dist 5 / Targets 1
Top 5: Pos(0/6) / Dist 4 / Targets 1
Top 6: Pos(0/5) / Dist 3 / Targets 1
Top 7: Pos(1/6) / Dist 3 / Targets 1
Top 8: Pos(1/4) / Dist 3 / Targets 1
Top 9: Pos(0/2) / Dist 6 / Targets 1
Top 10: Pos(1/7) / Dist 4 / Targets 1
found at least one field to move to (1/5), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (2/5) to (1/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Tim on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Luna on Position 1Adding Char Ilgar on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/8) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_14_p, Moving to coordinates (41.6, 3.0, -110.0)
(46.0, 2.9, -108.8)
(0.0, 1.6, 3.5)
(2.2, 3.3, 0.5)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town daspota
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 15-97/13//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 96-64/51//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 53-35/34//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle Daspota_Spielhaus
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing BuildingEvent 80-131 / if( getSpecialState("fd_daspota1_5") != "1" )
  startdlg("daspota1_5");
else
  showMessage("daspota_20");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota1_5_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota1_5_hl[1] dlgResponse 1 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota1_5_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota1_5_hl[3] dlgResponse 1 = 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota1_5_hl [5]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota1_5_hl[5] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle Daspota_Taetowierer in Scene dorfkampf_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (16/6)
Maximum Distance for approach is 5
Checking position (16/7) viable, distance 1, count 0
Checking position (17/7) viable, distance 2, count 0
Checking position (17/6) viable, distance 1, count 0
Checking position (17/5) viable, distance 2, count 0
Checking position (16/5) viable, distance 1, count 0
Checking position (15/5) viable, distance 2, count 0
Checking position (15/6) viable, distance 1, count 0
Checking position (15/7) viable, distance 2, count 0
Checking position (16/8) viable, distance 2, count 0
Checking position (17/8) viable, distance 3, count 0
Checking position (15/8) viable, distance 3, count 0
Checking position (17/4) viable, distance 3, count 0
Checking position (16/4) viable, distance 2, count 0
Checking position (15/4) viable, distance 3, count 1
Checking position (14/4) viable, distance 4, count 1
Checking position (14/5) viable, distance 3, count 0
Checking position (14/6) viable, distance 2, count 0
Checking position (14/7) viable, distance 3, count 0
Checking position (14/8) viable, distance 4, count 0
Checking position (16/9) viable, distance 3, count 0
Checking position (17/9) viable, distance 4, count 0
Checking position (15/9) viable, distance 4, count 0
Checking position (14/9) viable, distance 5, count 0
Checking position (17/3) viable, distance 4, count 1
Checking position (16/3) viable, distance 3, count 1
Checking position (15/3) viable, distance 4, count 2
Checking position (14/3) viable, distance 5, count 2
Checking position (13/3) viable, distance 6, count 2
Checking position (13/4) viable, distance 5, count 2
Checking position (13/5) viable, distance 4, count 0
Checking position (13/6) viable, distance 3, count 0
Checking position (13/7) viable, distance 4, count 0
Checking position (13/8) viable, distance 5, count 0
Checking position (13/9) viable, distance 6, count 0
Checking position (16/10) viable, distance 4, count 0
Checking position (17/10) viable, distance 5, count 0
Checking position (15/10) viable, distance 5, count 0
Checking position (14/10) viable, distance 6, count 0
Checking position (13/10) viable, distance 7, count 0
Checking position (17/2) viable, distance 5, count 2
Checking position (16/2) viable, distance 4, count 2
Checking position (15/2) viable, distance 5, count 2
Checking position (14/2) viable, distance 6, count 3
Checking position (13/2) viable, distance 7, count 3
Checking position (12/2) viable, distance 8, count 4
Checking position (12/3) viable, distance 7, count 3
Checking position (12/4) viable, distance 6, count 2
Checking position (12/5) viable, distance 5, count 0
Checking position (12/6) viable, distance 4, count 0
Checking position (12/7) viable, distance 5, count 0
found 16 viable fields
Top 1: Pos(16/2) / Dist 4 / Targets 2
Top 2: Pos(15/3) / Dist 4 / Targets 2
Top 3: Pos(13/4) / Dist 5 / Targets 2
Top 4: Pos(15/2) / Dist 5 / Targets 2
Top 5: Pos(17/2) / Dist 5 / Targets 2
Top 6: Pos(14/3) / Dist 5 / Targets 2
Top 7: Pos(15/4) / Dist 3 / Targets 1
Top 8: Pos(16/3) / Dist 3 / Targets 1
Top 9: Pos(14/4) / Dist 4 / Targets 1
Top 10: Pos(17/3) / Dist 4 / Targets 1
found at least one field to move to (16/2), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (16/5) to (16/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/7) / Dist11 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/7) / Dist13 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/7) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 15
Calculating cost to destination (16/1) cost is 17
Calculating cost to destination (17/2) cost is 17
Calculating cost to destination (16/3) cost is 15
Calculating cost to destination (11/8) cost is 11
Calculating cost to destination (12/7) cost is 11
Calculating cost to destination (13/8) cost is 13
Calculating cost to destination (12/9) cost is 13
found 8 valid attack positions, closest at (12/7) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (4/7) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 17
Calculating cost to destination (16/1) cost is 19
Calculating cost to destination (17/2) cost is 19
Calculating cost to destination (16/3) cost is 17
Calculating cost to destination (11/8) cost is 13
Calculating cost to destination (12/7) cost is 13
Calculating cost to destination (13/8) cost is 15
Calculating cost to destination (12/9) cost is 15
found 8 valid attack positions, closest at (12/7) (dist: 13), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (11/7) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/7) cost is 16
Calculating cost to destination (2/6) cost is 14
Calculating cost to destination (3/7) cost is 14
Calculating cost to destination (2/8) cost is 18
Calculating cost to destination (3/9) cost is 18
Calculating cost to destination (4/8) cost is 14
Calculating cost to destination (5/9) cost is 14
Calculating cost to destination (4/10) cost is 16
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (7/5) cost is 8
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (0/9) cost is 19
Calculating cost to destination (1/8) cost is 17
Calculating cost to destination (2/9) cost is 19
Calculating cost to destination (6/7) cost is 11
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (7/8) cost is 11
Calculating cost to destination (2/8) cost is 18
Calculating cost to destination (3/7) cost is 14
Calculating cost to destination (4/8) cost is 14
Calculating cost to destination (3/9) cost is 18
found 21 valid attack positions, closest at (7/5) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (3/7) to (4/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 18
Calculating cost to destination (16/1) cost is 20
Calculating cost to destination (17/2) cost is 20
Calculating cost to destination (16/3) cost is 18
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (7/4) cost is 8
Calculating cost to destination (8/5) cost is 10
found 7 valid attack positions, closest at (6/5) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (2/8) to (3/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 21
Calculating cost to destination (16/1) cost is 23
Calculating cost to destination (17/2) cost is 23
Calculating cost to destination (16/3) cost is 21
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (7/4) cost is 11
Calculating cost to destination (8/5) cost is 13
found 7 valid attack positions, closest at (6/5) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/8)
Maximum Distance for approach is 2
Checking position (3/9) viable, distance 1, count 1
Checking position (4/8) viable, distance 1, count 1
Checking position (2/7) viable, distance 2, count 0
Checking position (2/8) viable, distance 1, count 0
Checking position (2/9) viable, distance 2, count 0
Checking position (3/10) viable, distance 2, count 0
Checking position (4/10) viable, distance 3, count 1
Checking position (2/10) viable, distance 3, count 1
Checking position (5/9) viable, distance 3, count 1
Checking position (5/8) viable, distance 2, count 1
Checking position (5/7) viable, distance 3, count 1
Checking position (3/6) viable, distance 4, count 1
Checking position (2/6) viable, distance 3, count 1
Checking position (1/6) viable, distance 4, count 2
Checking position (1/7) viable, distance 3, count 1
Checking position (1/8) viable, distance 2, count 0
Checking position (1/9) viable, distance 3, count 0
Checking position (5/10) viable, distance 4, count 0
Checking position (6/10) viable, distance 5, count 0
Checking position (6/9) viable, distance 4, count 0
Checking position (6/8) viable, distance 3, count 0
Checking position (6/7) viable, distance 4, count 1
Checking position (6/6) viable, distance 5, count 0
Checking position (5/6) viable, distance 4, count 1
Checking position (4/6) viable, distance 5, count 1
Checking position (4/5) viable, distance 6, count 2
Checking position (3/5) viable, distance 5, count 2
Checking position (2/5) viable, distance 4, count 2
Checking position (1/5) viable, distance 5, count 2
Checking position (0/5) viable, distance 6, count 2
Checking position (0/6) viable, distance 5, count 2
Checking position (0/7) viable, distance 4, count 1
Checking position (0/8) viable, distance 3, count 0
Checking position (0/9) viable, distance 4, count 0
Checking position (7/10) viable, distance 6, count 0
Checking position (7/9) viable, distance 5, count 0
Checking position (7/8) viable, distance 4, count 0
Checking position (6/5) viable, distance 6, count 0
Checking position (5/5) viable, distance 5, count 2
Checking position (3/4) viable, distance 6, count 2
Checking position (2/4) viable, distance 5, count 2
Checking position (1/4) viable, distance 6, count 2
Checking position (8/9) viable, distance 6, count 0
Checking position (8/8) viable, distance 5, count 0
Checking position (8/7) viable, distance 6, count 1
found 26 viable fields
Top 1: Pos(4/8) / Dist 1 / Targets 1
Top 2: Pos(3/9) / Dist 1 / Targets 1
Top 3: Pos(5/8) / Dist 2 / Targets 1
Top 4: Pos(0/5) / Dist 6 / Targets 2
Top 5: Pos(0/6) / Dist 5 / Targets 2
Top 6: Pos(3/5) / Dist 5 / Targets 2
Top 7: Pos(2/5) / Dist 4 / Targets 2
Top 8: Pos(1/5) / Dist 5 / Targets 2
Top 9: Pos(0/7) / Dist 4 / Targets 1
Top 10: Pos(1/4) / Dist 6 / Targets 2
found at least one field to move to (4/8), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (4/8) to (4/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/5) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/6) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 16
Calculating cost to destination (16/1) cost is 18
Calculating cost to destination (17/2) cost is 18
Calculating cost to destination (16/3) cost is 16
Calculating cost to destination (6/5) cost is 4
Calculating cost to destination (7/4) cost is 6
Calculating cost to destination (8/5) cost is 8
found 7 valid attack positions, closest at (6/5) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/6) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 13
Calculating cost to destination (16/1) cost is 15
Calculating cost to destination (17/2) cost is 15
Calculating cost to destination (16/3) cost is 13
Calculating cost to destination (6/5) cost is 3
Calculating cost to destination (7/4) cost is 5
Calculating cost to destination (8/5) cost is 3
found 7 valid attack positions, closest at (6/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/6) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 17
Calculating cost to destination (16/1) cost is 19
Calculating cost to destination (17/2) cost is 19
Calculating cost to destination (16/3) cost is 17
Calculating cost to destination (7/4) cost is 7
Calculating cost to destination (8/5) cost is 7
found 6 valid attack positions, closest at (7/4) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/5) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Pirat on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/5) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 16
Calculating cost to destination (16/1) cost is 18
Calculating cost to destination (17/2) cost is 18
Calculating cost to destination (16/3) cost is 16
Calculating cost to destination (7/4) cost is 6
Calculating cost to destination (8/5) cost is 6
found 6 valid attack positions, closest at (7/4) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/5) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/4) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 13
Calculating cost to destination (16/1) cost is 15
Calculating cost to destination (17/2) cost is 15
Calculating cost to destination (16/3) cost is 13
Calculating cost to destination (7/4) cost is 3
Calculating cost to destination (8/5) cost is 5
found 6 valid attack positions, closest at (7/4) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Pirat broke weapon, wl False, wb True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/5) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 14
Calculating cost to destination (16/1) cost is 16
Calculating cost to destination (17/2) cost is 16
Calculating cost to destination (16/3) cost is 14
Calculating cost to destination (8/5) cost is 8
found 5 valid attack positions, closest at (8/5) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (4/8)
Maximum Distance for approach is 2
Checking position (5/9) viable, distance 2, count 0
Checking position (5/8) viable, distance 1, count 0
Checking position (5/7) viable, distance 2, count 0
Checking position (4/7) viable, distance 1, count 0
Checking position (3/7) viable, distance 2, count 0
Checking position (3/8) viable, distance 1, count 0
Checking position (3/9) viable, distance 2, count 0
Checking position (5/10) viable, distance 3, count 0
Checking position (6/10) viable, distance 4, count 0
Checking position (6/9) viable, distance 3, count 0
Checking position (6/8) viable, distance 2, count 0
Checking position (4/10) viable, distance 4, count 0
Checking position (6/7) viable, distance 3, count 0
Checking position (5/6) viable, distance 3, count 0
Checking position (4/6) viable, distance 2, count 0
Checking position (3/6) viable, distance 3, count 0
Checking position (2/6) viable, distance 4, count 0
Checking position (2/7) viable, distance 3, count 0
Checking position (2/8) viable, distance 2, count 0
Checking position (2/9) viable, distance 3, count 0
Checking position (3/10) viable, distance 3, count 0
Checking position (2/10) viable, distance 4, count 0
Checking position (7/10) viable, distance 5, count 0
Checking position (7/9) viable, distance 4, count 0
Checking position (7/8) viable, distance 3, count 0
Checking position (7/7) viable, distance 4, count 0
Checking position (5/5) viable, distance 4, count 0
Checking position (4/5) viable, distance 3, count 0
Checking position (3/5) viable, distance 4, count 0
Checking position (2/5) viable, distance 5, count 0
Checking position (1/5) viable, distance 6, count 0
Checking position (1/6) viable, distance 5, count 0
Checking position (1/7) viable, distance 4, count 0
Checking position (1/8) viable, distance 3, count 0
Checking position (1/9) viable, distance 4, count 0
Checking position (8/10) viable, distance 6, count 0
Checking position (8/9) viable, distance 5, count 0
Checking position (8/8) viable, distance 4, count 0
Checking position (8/7) viable, distance 5, count 1
Checking position (8/6) viable, distance 6, count 0
Checking position (6/4) viable, distance 6, count 0
Checking position (5/4) viable, distance 5, count 1
Checking position (4/4) viable, distance 4, count 0
Checking position (3/4) viable, distance 5, count 1
Checking position (2/4) viable, distance 6, count 1
Checking position (0/6) viable, distance 6, count 0
Checking position (0/7) viable, distance 5, count 0
Checking position (0/8) viable, distance 4, count 0
Checking position (0/9) viable, distance 5, count 0
Checking position (5/3) viable, distance 6, count 2
found 5 viable fields
Top 1: Pos(2/4) / Dist 6 / Targets 1
Top 2: Pos(5/3) / Dist 6 / Targets 2
Top 3: Pos(3/4) / Dist 5 / Targets 1
Top 4: Pos(8/7) / Dist 5 / Targets 1
Top 5: Pos(5/4) / Dist 5 / Targets 1
found at least one field to move to (2/4), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (4/7) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/7) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 15
Calculating cost to destination (16/1) cost is 17
Calculating cost to destination (17/2) cost is 17
Calculating cost to destination (16/3) cost is 15
Calculating cost to destination (8/5) cost is 5
found 5 valid attack positions, closest at (8/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/5)
Maximum Distance for approach is 2
Checking position (3/6) viable, distance 1, count 0
Checking position (4/6) viable, distance 2, count 0
Checking position (4/5) viable, distance 1, count 0
Checking position (4/4) viable, distance 2, count 0
Checking position (3/4) viable, distance 1, count 1
Checking position (2/4) viable, distance 2, count 1
Checking position (2/5) viable, distance 1, count 0
Checking position (2/6) viable, distance 2, count 0
Checking position (3/7) viable, distance 2, count 1
Checking position (4/7) viable, distance 3, count 1
Checking position (2/7) viable, distance 3, count 0
Checking position (5/7) viable, distance 4, count 1
Checking position (5/6) viable, distance 3, count 1
Checking position (5/5) viable, distance 2, count 0
Checking position (5/4) viable, distance 3, count 1
Checking position (5/3) viable, distance 4, count 2
Checking position (4/3) viable, distance 3, count 2
Checking position (3/3) viable, distance 2, count 2
Checking position (2/3) viable, distance 3, count 1
Checking position (1/3) viable, distance 4, count 1
Checking position (1/4) viable, distance 3, count 1
Checking position (1/5) viable, distance 2, count 0
Checking position (1/6) viable, distance 3, count 0
Checking position (1/7) viable, distance 4, count 0
Checking position (3/8) viable, distance 3, count 1
Checking position (4/8) viable, distance 4, count 1
Checking position (2/8) viable, distance 4, count 1
Checking position (5/8) viable, distance 5, count 1
Checking position (1/8) viable, distance 5, count 1
Checking position (6/8) viable, distance 6, count 0
Checking position (6/7) viable, distance 5, count 1
Checking position (6/6) viable, distance 4, count 0
Checking position (6/4) viable, distance 4, count 0
Checking position (6/3) viable, distance 5, count 2
Checking position (6/2) viable, distance 6, count 1
Checking position (5/2) viable, distance 5, count 2
Checking position (4/2) viable, distance 4, count 2
Checking position (3/2) viable, distance 3, count 2
Checking position (2/2) viable, distance 4, count 2
Checking position (1/2) viable, distance 5, count 2
Checking position (0/2) viable, distance 6, count 1
Checking position (0/3) viable, distance 5, count 1
Checking position (0/4) viable, distance 4, count 1
Checking position (0/5) viable, distance 3, count 0
Checking position (0/6) viable, distance 4, count 0
Checking position (0/7) viable, distance 5, count 0
Checking position (0/8) viable, distance 6, count 0
Checking position (3/9) viable, distance 4, count 1
Checking position (2/9) viable, distance 5, count 1
Checking position (5/9) viable, distance 6, count 1
found 32 viable fields
Top 1: Pos(3/3) / Dist 2 / Targets 2
Top 2: Pos(3/4) / Dist 1 / Targets 1
Top 3: Pos(3/7) / Dist 2 / Targets 1
Top 4: Pos(2/4) / Dist 2 / Targets 1
Top 5: Pos(4/2) / Dist 4 / Targets 2
Top 6: Pos(3/2) / Dist 3 / Targets 2
Top 7: Pos(2/2) / Dist 4 / Targets 2
Top 8: Pos(6/3) / Dist 5 / Targets 2
Top 9: Pos(6/7) / Dist 5 / Targets 1
Top 10: Pos(5/2) / Dist 5 / Targets 2
found at least one field to move to (3/3), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (3/4) to (3/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/5) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(16/2) / Dist13 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_weapondestroyed, started in battleround 4, duration 1, current round 6, so 5 < 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_weapondestroyed
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (8/6) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 13
Calculating cost to destination (16/1) cost is 15
Calculating cost to destination (17/2) cost is 15
Calculating cost to destination (16/3) cost is 13
Calculating cost to destination (8/5) cost is 3
found 5 valid attack positions, closest at (8/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/5) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(16/2) / Dist13 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(8/5) / Dist8 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(3/3) / Dist13 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(8/5) / Dist8 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(3/3) / Dist13 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/5) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(16/2) / Dist13 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(8/5) / Dist8 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(3/3) / Dist13 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Fireno lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/5) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(16/2) / Dist13 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(8/5) / Dist8 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(3/3) / Dist13 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/5) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(16/2) / Dist13 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing battle effect fumble_weaponlost, started in battleround 8, duration 1, current round 10, so 9 < 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Tim on Position 1Adding Char Pirat on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/5) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(16/2) / Dist13 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(8/5) / Dist8 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(3/3) / Dist13 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Berthold on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(8/5) / Dist8 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(3/3) / Dist13 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/5) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(16/2) / Dist13 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_falldown, started in battleround 10, duration 1, current round 12, so 11 < 12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Pirat False && False, skipping
Removing Pirat from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Pirat on Position 1Adding Char Tim on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Pirat on Position 1Adding Char Tim on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/5) to (13/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 10
Calculating cost to destination (16/1) cost is 12
Calculating cost to destination (17/2) cost is 12
Calculating cost to destination (16/3) cost is 10
found 4 valid attack positions, closest at (16/3) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(13/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist9 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(7/6) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(6/5) / Dist10 / Targetid4: DSA.Model.BattleCharacter
Top 5: Pos(3/3) / Dist13 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(16/2) / Dist13 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/6) to (11/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 12
Calculating cost to destination (16/1) cost is 14
Calculating cost to destination (17/2) cost is 14
Calculating cost to destination (16/3) cost is 12
found 4 valid attack positions, closest at (16/3) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/4) to (12/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 10
Calculating cost to destination (16/1) cost is 12
Calculating cost to destination (17/2) cost is 12
Calculating cost to destination (16/3) cost is 10
found 4 valid attack positions, closest at (16/3) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/5) to (10/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 12
Calculating cost to destination (16/1) cost is 14
Calculating cost to destination (17/2) cost is 14
Calculating cost to destination (16/3) cost is 12
found 4 valid attack positions, closest at (16/3) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(13/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(12/4) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(3/3) / Dist13 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (14/5) to (16/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 5
Calculating cost to destination (16/1) cost is 7
Calculating cost to destination (17/2) cost is 7
Calculating cost to destination (16/3) cost is 5
found 4 valid attack positions, closest at (16/3) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (11/4) to (13/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 8
Calculating cost to destination (16/1) cost is 10
Calculating cost to destination (17/2) cost is 12
found 3 valid attack positions, closest at (15/2) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (12/5) to (14/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 7
Calculating cost to destination (16/1) cost is 9
Calculating cost to destination (17/2) cost is 9
found 3 valid attack positions, closest at (15/2) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(16/2) / Dist13 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (13/4) to (15/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/2) cost is 5
Calculating cost to destination (16/1) cost is 7
Calculating cost to destination (17/2) cost is 7
found 3 valid attack positions, closest at (15/2) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (16/2)
Maximum Distance for approach is 5
Checking position (17/3) viable, distance 2, count 0
Checking position (17/2) viable, distance 1, count 0
Checking position (17/1) viable, distance 2, count 3
Checking position (16/1) viable, distance 1, count 1
Checking position (15/1) viable, distance 2, count 3
Checking position (17/4) viable, distance 3, count 2
Checking position (16/4) viable, distance 4, count 2
Checking position (17/0) viable, distance 3, count 3
Checking position (16/0) viable, distance 2, count 4
Checking position (15/0) viable, distance 3, count 5
Checking position (14/0) viable, distance 4, count 5
Checking position (14/1) viable, distance 3, count 4
Checking position (14/2) viable, distance 4, count 1
Checking position (17/5) viable, distance 4, count 4
Checking position (16/5) viable, distance 5, count 5
Checking position (15/3) viable, distance 6, count 0
Checking position (15/4) viable, distance 5, count 3
Checking position (15/5) viable, distance 6, count 5
Checking position (13/0) viable, distance 5, count 5
Checking position (13/1) viable, distance 4, count 5
Checking position (13/2) viable, distance 5, count 4
Checking position (17/6) viable, distance 5, count 4
Checking position (16/6) viable, distance 6, count 5
Checking position (15/6) viable, distance 7, count 5
Checking position (14/4) viable, distance 6, count 2
Checking position (14/5) viable, distance 7, count 5
Checking position (14/6) viable, distance 8, count 5
Checking position (12/0) viable, distance 6, count 5
Checking position (12/1) viable, distance 5, count 5
Checking position (12/2) viable, distance 6, count 5
Checking position (12/3) viable, distance 7, count 2
Checking position (17/7) viable, distance 6, count 5
Checking position (16/7) viable, distance 7, count 5
Checking position (15/7) viable, distance 8, count 5
Checking position (14/7) viable, distance 9, count 5
Checking position (13/4) viable, distance 7, count 2
Checking position (13/5) viable, distance 8, count 4
Checking position (13/6) viable, distance 9, count 4
Checking position (11/0) viable, distance 7, count 5
Checking position (11/1) viable, distance 6, count 6
Checking position (11/2) viable, distance 7, count 4
Checking position (11/3) viable, distance 8, count 3
Checking position (12/4) viable, distance 8, count 3
Checking position (11/4) viable, distance 9, count 3
Checking position (17/8) viable, distance 7, count 5
Checking position (16/8) viable, distance 8, count 5
Checking position (15/8) viable, distance 9, count 4
Checking position (12/5) viable, distance 9, count 4
Checking position (10/0) viable, distance 8, count 5
Checking position (10/1) viable, distance 7, count 6
found 47 viable fields
Top 1: Pos(15/0) / Dist 3 / Targets 5
Top 2: Pos(14/0) / Dist 4 / Targets 5
Top 3: Pos(13/1) / Dist 4 / Targets 5
Top 4: Pos(13/0) / Dist 5 / Targets 5
Top 5: Pos(16/5) / Dist 5 / Targets 5
Top 6: Pos(12/1) / Dist 5 / Targets 5
Top 7: Pos(16/0) / Dist 2 / Targets 4
Top 8: Pos(14/1) / Dist 3 / Targets 4
Top 9: Pos(17/5) / Dist 4 / Targets 4
Top 10: Pos(13/2) / Dist 5 / Targets 4
found at least one field to move to (15/0), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (16/1) to (15/0), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 6 Enemies with line of sight
Top 1: Pos(15/2) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(13/3) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(14/3) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(16/3) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 5: Pos(4/9) / Dist11 / Targetid1: DSA.Model.BattleCharacter
Top 6: Pos(3/3) / Dist12 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Error Applying spawnitem effect: No more Space in the inventory of the character
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Error Applying spawnitem effect: No more Space in the inventory of the character
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell kraehenruf doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

every Crow attacks:
Crow 1, Attack missed (20)
Crow 2, Attack missed (14)
Crow 3, Normal AT, doing 1 Damage

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current 13, original cost 11, effective cost 11, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (15/1) to (15/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 0, original cost 6, effective cost 14, delta -8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(13/3) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(4/9) / Dist11 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(3/3) / Dist12 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (17/2) to (17/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 15, original cost 6, effective cost 11, delta -5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

NotSupportedException: Text choices unset
  at ContextAction.displayChoice (System.String[] texts, System.String[] tooltips, .callback result) [0x00000] in <filename unknown>:0 

  at ContextAction.show (System.String[] texts, System.String[] tooltips, .callback result) [0x00000] in <filename unknown>:0 

  at BattleController.OnCharacterClick (.BattleCharBehaviour bcb) [0x00000] in <filename unknown>:0 

  at BattleCharBehaviour.OnClick () [0x00000] in <filename unknown>:0 
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:Update()
 
(Filename:  Line: -1)

NotSupportedException: Text choices unset
  at ContextAction.displayChoice (System.String[] texts, System.String[] tooltips, .callback result) [0x00000] in <filename unknown>:0 

  at ContextAction.show (System.String[] texts, System.String[] tooltips, .callback result) [0x00000] in <filename unknown>:0 

  at BattleController.OnCharacterClick (.BattleCharBehaviour bcb) [0x00000] in <filename unknown>:0 

  at BattleController.OnTileClick (DSA.Model.Tile tile) [0x00000] in <filename unknown>:0 

  at BattleArenaView.OnTileClick (DSA.Model.Tile globaltile) [0x00000] in <filename unknown>:0 

  at MiniTileView.OnClick () [0x00000] in <filename unknown>:0 
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:Update()
 
(Filename:  Line: -1)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state none following path from (13/2) to (14/0), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/0) cost is 4
Calculating cost to destination (16/0) cost is 6
found 2 valid attack positions, closest at (14/0) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (15/2) to (16/0), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (16/0) cost is 5
found 1 valid attack positions, closest at (16/0) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/3)
Maximum Distance for approach is 2
Checking position (3/4) viable, distance 1, count 0
Checking position (4/4) viable, distance 2, count 0
Checking position (4/3) viable, distance 1, count 0
Checking position (4/2) viable, distance 2, count 0
Checking position (3/2) viable, distance 1, count 0
Checking position (2/2) viable, distance 2, count 0
Checking position (2/3) viable, distance 1, count 0
Checking position (2/4) viable, distance 2, count 0
Checking position (3/5) viable, distance 2, count 0
Checking position (4/5) viable, distance 3, count 0
Checking position (2/5) viable, distance 3, count 0
Checking position (5/5) viable, distance 4, count 1
Checking position (5/4) viable, distance 3, count 0
Checking position (5/3) viable, distance 2, count 0
Checking position (5/2) viable, distance 3, count 0
Checking position (5/1) viable, distance 4, count 0
Checking position (4/1) viable, distance 3, count 0
Checking position (3/1) viable, distance 2, count 0
Checking position (2/1) viable, distance 3, count 0
Checking position (1/1) viable, distance 4, count 0
Checking position (1/2) viable, distance 3, count 0
Checking position (1/3) viable, distance 2, count 0
Checking position (1/4) viable, distance 3, count 0
Checking position (1/5) viable, distance 4, count 0
Checking position (3/6) viable, distance 3, count 1
Checking position (4/6) viable, distance 4, count 1
Checking position (2/6) viable, distance 4, count 0
Checking position (5/6) viable, distance 5, count 1
Checking position (1/6) viable, distance 5, count 0
Checking position (6/6) viable, distance 6, count 1
Checking position (6/5) viable, distance 5, count 1
Checking position (6/4) viable, distance 4, count 0
Checking position (6/3) viable, distance 3, count 0
Checking position (6/2) viable, distance 4, count 0
Checking position (6/1) viable, distance 5, count 0
Checking position (6/0) viable, distance 6, count 0
Checking position (5/0) viable, distance 5, count 0
Checking position (4/0) viable, distance 4, count 0
Checking position (3/0) viable, distance 3, count 0
Checking position (2/0) viable, distance 4, count 0
Checking position (1/0) viable, distance 5, count 0
Checking position (0/0) viable, distance 6, count 0
Checking position (0/1) viable, distance 5, count 0
Checking position (0/2) viable, distance 4, count 0
Checking position (0/3) viable, distance 3, count 0
Checking position (0/4) viable, distance 4, count 0
Checking position (0/5) viable, distance 5, count 0
Checking position (0/6) viable, distance 6, count 0
Checking position (3/7) viable, distance 4, count 1
Checking position (4/7) viable, distance 5, count 1
found 8 viable fields
Top 1: Pos(6/5) / Dist 5 / Targets 1
Top 2: Pos(6/6) / Dist 6 / Targets 1
Top 3: Pos(4/7) / Dist 5 / Targets 1
Top 4: Pos(3/7) / Dist 4 / Targets 1
Top 5: Pos(3/6) / Dist 3 / Targets 1
Top 6: Pos(5/5) / Dist 4 / Targets 1
Top 7: Pos(5/6) / Dist 5 / Targets 1
Top 8: Pos(4/6) / Dist 4 / Targets 1
found at least one field to move to (6/5), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (4/3) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(17/2) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(6/5) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(4/9) / Dist11 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(15/0) / Dist9 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Pirat is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(17/2) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(6/5) / Dist9 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(4/9) / Dist11 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Berthold on Position 1Adding Char Tim on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_1_p, Moving to coordinates (80.1, 22.3, -130.1)
(83.6, 22.2, -133.0)
(0.0, 1.5, 3.7)
(2.5, 2.8, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town daspota
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 15-97/13//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 96-64/51//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 53-35/34//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle Daspota_Taetowierer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_right (UnityEngine.BoxCollider) (et_right), container et_right (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_16 (UnityEngine.BoxCollider) (item_16), container 
container is null, itemdrop item: item_16 (CraftyDDItem)
itemdrop container: et_weapon (item_16)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gamestart_fanfaren_rm from List levelup, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gamestart_fanfaren_rm from List levelup, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing BuildingEvent 51-26 / if( getSpecialState("fd_daspota3_3") != "1" )
  startdlg("daspota3_3");
else
  showMessage("daspota_20");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota3_3_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene mood_bordell
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene mood_bordell
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully set inside scene mood_bordell
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota3_3_hl[1] dlgResponse 2 = 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing daspota3_3_hl [4]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog daspota3_3_hl[4] dlgResponse 2 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_12_p, Moving to coordinates (50.8, 10.0, -27.0)
(53.0, 10.0, -22.0)
(0.5, 1.6, 4.3)
(2.9, 3.3, 0.7)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town daspota
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 15-97/13//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 96-64/51//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 53-35/34//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route daspota-rybon, distance 14, expected speed 0.9166667 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TravelRoute: No 'Any' Events found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 12:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
Reise49_Schafe
Reise_kleiner_See
reise29_baum
reise2_auerochse_road
reise7_karene_road
JOURNEY: Random encounter at: 404.9348

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter reise2_auerochse_road/road
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 34.21428, cspeed 0.4583333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: road
Script:startdlg("reise2_auerochse")
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise2_auerochse_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise2_auerochse_hl[1] dlgResponse 1 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 405.0002 season 2 area general: WeatherForecast[ Clouds none Wind soft Rain none, Temp 9 - 30 = uwsValue 8 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 40.95201, cspeed 0.4583333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 40.95%, Dir 1, moving False, route daspota-rybon], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType road found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Gulmondblatt (ID 63), Weight 4
Herb Tarnele (ID 64), Weight 12
Herb Shurinknolle (ID 122), Weight 3
Herb Ilmenblatt (ID 128), Weight 4
Herb Thonnysblüte (ID 131), Weight 2
Weight Sum: 36
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Window MessageboxCtrl is NOT topmost, removing from stack anyways!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 70.03728, cspeed 0.9166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: daspota-rybon
Script:startdlg("reise_dungeon_Daspota_info");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise26_verwundete_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Setting Quest State schick_daspota to 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise26_verwundete_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, Auf dem schmalen Pfad kommt euch eine Gestalt entgegen getorkelt. Ihr wollt schon dem Betrunkenen freie Bahn geben, als ihr feststellt, dass es sich um eine Frau handelt, die nicht etwa berauscht, sondern schwer verwundet ist. Sie blutet aus mehreren Schwertwunden. Noch bevor ihr etwas unternehmen könnt, hat sie {0} an der Schulter gepackt und stammelt {1} ins Ohr: "Zehn Meilen hinter Rybon... Der Daspota-Schatz... Estorik, das Schwein... Alles voller Fallen... Aargh!"  Blut hustend bricht die Frau zusammen und stirbt. Eine Durchsuchung der Leiche bringt keine weiteren Informationen zutage.  Wollt ihr )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Auf dem schmalen Pfad kommt euch eine Gestalt entgegen getorkelt. Ihr wollt schon dem Betrunkenen freie Bahn geben, als ihr feststellt, dass es sich um eine Frau handelt, die nicht etwa berauscht, sondern schwer verwundet ist. Sie blutet aus mehreren Schwertwunden. Noch bevor ihr etwas unternehmen könnt, hat sie Fireno an der Schulter gepackt und stammelt sein ins Ohr: "Zehn Meilen hinter Rybon... Der Daspota-Schatz... Estorik, das Schwein... Alles voller Fallen... Aargh!"  Blut hustend bricht die Frau zusammen und stirbt. Eine Durchsuchung der Leiche bringt keine weiteren Informationen zutage.  Wollt ihr
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 1, feature2_34 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value feature2_34
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 2, feature2_35 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value feature2_35
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise26_verwundete_hl[2] dlgResponse 1 = 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise26_verwundete_hl [4]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 91.70345, cspeed 0.4583333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 91.7%, Dir 1, moving False, route daspota-rybon], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_road, Pos 91.7%, Dir 1, moving False, route daspota-rybon], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 2
Current total party hunger 144
Ration Hungermod is -20
Total Hunger 144 > 80, sating partly
Sating [PlayerChar 'Fireno'] CHunger 24, HungerLeft 80 Modification -24
Sating [PlayerChar 'Frija'] CHunger 24, HungerLeft 56 Modification -24
Sating [PlayerChar 'Luna'] CHunger 24, HungerLeft 32 Modification -24
Sating [PlayerChar 'Berthold'] CHunger 24, HungerLeft 8 Modification -24
Sating [PlayerChar 'Ilgar'] CHunger 24, HungerLeft -16 Modification -24
Sating [PlayerChar 'Tim'] CHunger 24, HungerLeft -40 Modification -24
Remaining Ration value -64 not enough to make a full ration with 20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 406.0017 season 2 area general: WeatherForecast[ Clouds many Wind none Rain none, Temp 9 - 30 = uwsValue 11 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType road found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 6
Herb Wirselkraut (ID 61), Weight 5
Herb Gulmondblatt (ID 63), Weight 4
Herb Tarnele (ID 64), Weight 12
Herb Shurinknolle (ID 122), Weight 3
Herb Ilmenblatt (ID 128), Weight 4
Herb Thonnysblüte (ID 131), Weight 2
Weight Sum: 36
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc 100.0381, cspeed 0.9166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 5.851256 ms
Unloading 29 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 5638 unused Assets to reduce memory usage. Loaded Objects now: 23469.
Total: 44.837551 ms (FindLiveObjects: 0.982409 ms CreateObjectMapping: 0.673286 ms MarkObjects: 18.757622 ms  DeleteObjects: 23.903269 ms)

Updating Mapicons for town rybon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town rybon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Room rented
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: herberge.1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 3 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 407.0022 season 2 area general: WeatherForecast[ Clouds many Wind none Rain none, Temp 16 - 25 = uwsValue 11 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_9_p, Moving to coordinates (33.2, 2.0, -42.6)
(32.3, 2.0, -39.7)
(0.0, 1.5, 2.0)
(2.1, 2.9, 0.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town rybon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route daspota-rybon, distance 14, expected speed 0.9166667 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 69.98424, cspeed 1.833333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: daspota-rybon
Script:startdlg("reise_dungeon_Daspota_info");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise26_verwundete_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc -0.03205102, cspeed 1.833333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 3.331871 ms
Unloading 14 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 603 unused Assets to reduce memory usage. Loaded Objects now: 22692.
Total: 26.958019 ms (FindLiveObjects: 0.816007 ms CreateObjectMapping: 0.266242 ms MarkObjects: 19.273787 ms  DeleteObjects: 6.194619 ms)

Updating Mapicons for town daspota
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 15-97/13//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 96-64/51//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 53-35/34//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town daspota
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 15-97/13//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 96-64/51//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Building 53-35/34//wegweiser/False is missing an Icon component!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route varnheim-daspota, distance 19, expected speed 1.416667 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 49.94914, cspeed 2.833333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: varnheim-daspota
Script:startdlg("Kutter_1")

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Kutter_1_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Kutter_1_hl[1] dlgResponse 1 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Kutter_1_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Kutter_1_hl[3] dlgResponse 1 = 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Kutter_1_hl [10]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Kutter_1_hl[10] dlgResponse 1 = 8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Kutter_1_hl [8]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Kutter_1_hl[8] dlgResponse 0 = 15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Kutter_1_hl [15]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Kutter_1_hl[15] dlgResponse 0 = 16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Kutter_1_hl [16]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 408.0013 season 2 area coast: WeatherForecast[ Clouds many Wind none Rain none, Temp 16 - 25 = uwsValue 11 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Kutter_1_hl[16] dlgResponse 0 = stopjourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

unknown reaction stopjourney for partner Kutter_1_hl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 0.577925 ms
Unloading 22 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 419 unused Assets to reduce memory usage. Loaded Objects now: 33553.
Total: 29.250519 ms (FindLiveObjects: 1.309452 ms CreateObjectMapping: 0.288322 ms MarkObjects: 20.196993 ms  DeleteObjects: 6.988867 ms)

Updating Mapicons for town ljasdahl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town ljasdahl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Room rented
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

RDlg: herberge.1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 3 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_room3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene hostel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Rented Quality 2 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_4_p, Moving to coordinates (65.7, 1.5, -75.9)
(63.4, 1.5, -78.4)
(0.0, 1.5, 2.6)
(2.3, 2.9, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town ljasdahl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing BuildingEvent randomStreet / strasse_Frau
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing strasse_Frau_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, Euch kommt eine junge Frau entgegen. Auf dem Gesicht trägt sie den Ausdruck höchster Verzückung und sie streckt ihre Hände in einer Geste des Verlangens nach {0} aus. )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Euch kommt eine junge Frau entgegen. Auf dem Gesicht trägt sie den Ausdruck höchster Verzückung und sie streckt ihre Hände in einer Geste des Verlangens nach Frija aus.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 1,  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog strasse_Frau_hl[1] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing strasse_Frau_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, Als sie {0} ins Gesicht sieht, wird sie bleich und stammelt: "Ich esse nie wieder Käsetoast!" Dann fällt sie in Ohnmacht. )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Als sie Frija ins Gesicht sieht, wird sie bleich und stammelt: "Ich esse nie wieder Käsetoast!" Dann fällt sie in Ohnmacht.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog strasse_Frau_hl[2] dlgResponse 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Result of call to strasse_Frau as BuildingEvent of Bld randomStreet: ERR: count 0 < which 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_herbs
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene trader_herbs
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Tarnele (ID 64), Uses 0, Count 20, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Thonnysblüte (ID 131), Uses 0, Count 17, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_5_p, Moving to coordinates (17.7, 1.5, -95.0)
(14.0, 1.5, -92.0)
(0.0, 1.5, 3.8)
(2.5, 2.9, 0.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town ljasdahl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_weap
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene trader_weap
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Wurfbeil (ID 16), Uses 0, Count 1, broken False, BF 4, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hammer (ID 27), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hammer (ID 27), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hammer (ID 27), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kriegsbeil (ID 135), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kriegsbeil (ID 135), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kriegsbeil (ID 135), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schwert (ID 1), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_1_p, Moving to coordinates (25.1, 1.5, -27.6)
(20.6, 1.5, -26.9)
(0.0, 1.5, 3.7)
(2.5, 2.8, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town ljasdahl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Proviantpaket (ID 45), Uses 0, Count 9, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hammer (ID 27), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hammer (ID 27), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Hammer (ID 27), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Seil (ID 121), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Weinflasche (ID 91), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Weinflasche (ID 91), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Weinflasche (ID 91), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Weinflasche (ID 91), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schnapsflasche (ID 92), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schnapsflasche (ID 92), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Bier (ID 23), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Bier (ID 23), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Bier (ID 23), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Bier (ID 23), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Weinflasche (ID 91), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Weinflasche (ID 91), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Weinflasche (ID 91), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Weinflasche (ID 91), Uses 0, Count 5, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Robe (ID 75), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Seil (ID 121), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory07 (UnityEngine.BoxCollider) (inventory07), container inventory07 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory07 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory07 (UnityEngine.BoxCollider) (inventory07), container inventory07 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory07 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory10 (UnityEngine.BoxCollider) (inventory10), container inventory10 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory10 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory12 (UnityEngine.BoxCollider) (inventory12), container inventory12 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory12 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory13 (UnityEngine.BoxCollider) (inventory13), container inventory13 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory13 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory13 (UnityEngine.BoxCollider) (inventory13), container inventory13 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory13 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory14 (UnityEngine.BoxCollider) (inventory14), container inventory14 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory14 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory15 (UnityEngine.BoxCollider) (inventory15), container inventory15 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory15 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_120 (UnityEngine.BoxCollider) (item_120), container 
container is null, itemdrop item: item_120 (CraftyDDItem)
itemdrop container: et_weapon (item_120)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory08 (UnityEngine.BoxCollider) (inventory08), container inventory08 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory08 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_120 (UnityEngine.BoxCollider) (item_120), container 
container is null, itemdrop item: item_120 (CraftyDDItem)
itemdrop container: et_weapon (item_120)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_120 (UnityEngine.BoxCollider) (item_120), container 
container is null, itemdrop item: item_120 (CraftyDDItem)
itemdrop container: inventory08 (item_120)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory08 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_120 (UnityEngine.BoxCollider) (item_120), container 
container is null, itemdrop item: item_120 (CraftyDDItem)
itemdrop container: et_weapon (item_120)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Robe (ID 75), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Robe (ID 75), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Bannstaub (ID 143), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Goldleim (ID 59), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Angstgift (ID 57), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Vulkanglasdolch (ID 21), Uses 0, Count 1, broken False, BF 6, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Bannstaub (ID 143), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Goldleim (ID 59), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Angstgift (ID 57), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_3_p, Moving to coordinates (6.4, 1.5, -65.7)
(3.6, 1.5, -63.8)
(0.0, 1.5, 2.6)
(2.4, 3.0, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town ljasdahl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_01_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character G (UnityEngine.BoxCollider) (Character G), container Character G (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character G (CraftyDDCharacter)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory14 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey distance: 10, base speed 60, baseduration: 0.1666667, final duration (in Days)0.1844179
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route ljasdahl-ottarje, distance 10, expected speed 2.259361 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc 100.1323, cspeed 2.259361
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 7.790154 ms
Unloading 23 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 1346 unused Assets to reduce memory usage. Loaded Objects now: 31177.
Total: 32.557110 ms (FindLiveObjects: 1.062090 ms CreateObjectMapping: 0.361603 ms MarkObjects: 20.270914 ms  DeleteObjects: 10.383140 ms)

Updating Mapicons for town ottarje
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town ottarje
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey distance: 76, base speed 120, baseduration: 0.6333333, final duration (in Days)0.606027
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route ottarje-runinsha, distance 76, expected speed 5.22529 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TravelRoute: No 'Any' Events found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 3:
Seereise Piratenangriff
Seereise Krakenmolch
totenschiff
JOURNEY: Random encounter at: 408.8047

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter Seereise Krakenmolch/none
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 43.37234, cspeed 5.22529
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: sea
Script:startdlg("seereise1_krake")
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing seereise1_krake_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog seereise1_krake_hl[1] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing seereise1_krake_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog seereise1_krake_hl[2] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing seereise1_krake_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing seereise1_krake_hl [4]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, {0} gerät in den Würgegriff des Krakenmolchs und kann sich nur unter Mühen wieder befreien. )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Berthold gerät in den Würgegriff des Krakenmolchs und kann sich nur unter Mühen wieder befreien.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 1,  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog seereise1_krake_hl[4] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing seereise1_krake_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing seereise1_krake_hl [4]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, {0} gerät in den Würgegriff des Krakenmolchs und kann sich nur unter Mühen wieder befreien. )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Tim gerät in den Würgegriff des Krakenmolchs und kann sich nur unter Mühen wieder befreien.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 1,  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog seereise1_krake_hl[4] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing seereise1_krake_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing seereise1_krake_hl [4]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 0, {0} gerät in den Würgegriff des Krakenmolchs und kann sich nur unter Mühen wieder befreien. )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value Fireno gerät in den Würgegriff des Krakenmolchs und kann sich nur unter Mühen wieder befreien.
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc processtext( 1,  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog seereise1_krake_hl[4] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing seereise1_krake_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing seereise1_krake_hl [6]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog seereise1_krake_hl[6] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 409.0005 season 2 area coast: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 3:
Seereise Piratenangriff
Seereise Krakenmolch
totenschiff
JOURNEY: Random encounter at: 409.0005

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter totenschiff/none
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 75.57014, cspeed 5.22529
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: sea
Script:var st = getQuestState("qtotenschiff");
var lm = getSpecialState("totenschiff_lastmeet") * 1;
if( ( st >= 1 && st < 4 ) && ((lm + 7) < getTime() ) ) {
  startdlg("totenschiff_meet");
}
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing dship_18_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog dship_18_hl[1] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing dship_18_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog dship_18_hl[2] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing dship_18_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog dship_18_hl[3] dlgResponse 0 = 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing dship_18_hl [4]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value undefined
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

unknown reaction undefined for partner dship_18_hl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Problem in travel(): System.NullReferenceException: Object reference not set to an instance of an object

  at MapController.travel () [0x00000] in <filename unknown>:0 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 0.468804 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 18 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 1605 unused Assets to reduce memory usage. Loaded Objects now: 20322.
Total: 39.114296 ms (FindLiveObjects: 0.821447 ms CreateObjectMapping: 0.300162 ms MarkObjects: 18.972023 ms  DeleteObjects: 18.559858 ms)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Setting Quest State qtotenschiff to 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 51, original cost 5, effective cost 5, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/Totenschiff.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_ship5 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship5 in Scene schiffdungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Tim on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (5/7) to (9/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/7) cost is 5
Calculating cost to destination (10/6) cost is 7
Calculating cost to destination (9/9) cost is 7
Calculating cost to destination (11/9) cost is 11
Calculating cost to destination (10/10) cost is 9
Calculating cost to destination (11/6) cost is 8
Calculating cost to destination (12/7) cost is 10
Calculating cost to destination (12/7) cost is 10
Calculating cost to destination (13/8) cost is 12
Calculating cost to destination (12/9) cost is 12
Calculating cost to destination (11/9) cost is 11
Calculating cost to destination (9/8) cost is 6
found 12 valid attack positions, closest at (9/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (10/8)
Maximum Distance for approach is 2
Checking position (9/8) viable, distance 1, count 0
Checking position (9/9) viable, distance 2, count 1
Checking position (8/7) viable, distance 3, count 0
Checking position (8/8) viable, distance 2, count 0
Checking position (8/9) viable, distance 3, count 1
Checking position (9/10) viable, distance 3, count 1
Checking position (10/10) viable, distance 4, count 0
Checking position (8/10) viable, distance 4, count 1
Checking position (9/6) viable, distance 5, count 0
Checking position (8/6) viable, distance 4, count 0
Checking position (7/6) viable, distance 5, count 1
Checking position (7/7) viable, distance 4, count 1
Checking position (7/8) viable, distance 3, count 1
Checking position (7/9) viable, distance 4, count 1
Checking position (7/10) viable, distance 5, count 1
Checking position (9/11) viable, distance 4, count 1
Checking position (10/11) viable, distance 5, count 0
Checking position (8/11) viable, distance 5, count 1
Checking position (11/11) viable, distance 6, count 0
Checking position (11/10) viable, distance 5, count 0
Checking position (11/9) viable, distance 6, count 0
Checking position (7/11) viable, distance 6, count 1
Checking position (9/5) viable, distance 6, count 1
Checking position (8/5) viable, distance 5, count 1
Checking position (7/5) viable, distance 6, count 1
Checking position (6/6) viable, distance 6, count 1
Checking position (6/7) viable, distance 5, count 1
Checking position (6/8) viable, distance 4, count 1
Checking position (6/9) viable, distance 5, count 1
Checking position (6/10) viable, distance 6, count 1
Checking position (5/7) viable, distance 6, count 1
Checking position (5/8) viable, distance 5, count 1
Checking position (5/9) viable, distance 6, count 1
found 23 viable fields
Top 1: Pos(9/9) / Dist 2 / Targets 1
Top 2: Pos(6/6) / Dist 6 / Targets 1
Top 3: Pos(6/7) / Dist 5 / Targets 1
Top 4: Pos(7/5) / Dist 6 / Targets 1
Top 5: Pos(9/5) / Dist 6 / Targets 1
Top 6: Pos(8/5) / Dist 5 / Targets 1
Top 7: Pos(6/8) / Dist 4 / Targets 1
Top 8: Pos(5/8) / Dist 5 / Targets 1
Top 9: Pos(5/9) / Dist 6 / Targets 1
Top 10: Pos(5/7) / Dist 6 / Targets 1
found at least one field to move to (9/9), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (9/9) to (9/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/7) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Berthold on Position 1Adding Char Fireno on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_ship6 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship6 in Scene schiffdungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass zweihaender
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
zweihaender count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Skelett on Position 1Adding Char Mumie on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (5/7) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/9) cost is 8
Calculating cost to destination (10/8) cost is 8
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (10/10) cost is 8
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (13/9) cost is 12
Calculating cost to destination (12/10) cost is 10
Calculating cost to destination (9/7) cost is 6
Calculating cost to destination (10/6) cost is 8
Calculating cost to destination (10/8) cost is 8
Calculating cost to destination (12/6) cost is 10
Calculating cost to destination (13/7) cost is 12
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (11/6) cost is 9
Calculating cost to destination (10/8) cost is 8
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (11/9) cost is 10
found 18 valid attack positions, closest at (9/7) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (4/9) to (10/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/9) cost is 8
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (10/10) cost is 8
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (13/9) cost is 12
Calculating cost to destination (12/10) cost is 10
Calculating cost to destination (9/7) cost is 10
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (12/6) cost is 12
Calculating cost to destination (13/7) cost is 14
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (11/6) cost is 11
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (11/9) cost is 10
found 18 valid attack positions, closest at (10/10) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (4/7) to (9/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/9) cost is 10
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (11/9) cost is 14
Calculating cost to destination (11/9) cost is 14
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (13/9) cost is 14
Calculating cost to destination (12/10) cost is 14
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (10/6) cost is 8
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (12/6) cost is 10
Calculating cost to destination (13/7) cost is 12
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (11/6) cost is 9
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (11/9) cost is 14
found 17 valid attack positions, closest at (9/7) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (6/8) to (10/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/9) cost is 5
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (11/9) cost is 11
Calculating cost to destination (11/9) cost is 11
Calculating cost to destination (12/8) cost is 13
Calculating cost to destination (13/9) cost is 13
Calculating cost to destination (12/10) cost is 11
Calculating cost to destination (10/6) cost is 7
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (12/6) cost is 9
Calculating cost to destination (13/7) cost is 11
Calculating cost to destination (12/8) cost is 13
Calculating cost to destination (11/6) cost is 8
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (12/8) cost is 13
Calculating cost to destination (11/9) cost is 11
found 16 valid attack positions, closest at (10/8) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (6/9) to (8/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/9) cost is 4
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (13/9) cost is 12
Calculating cost to destination (12/10) cost is 10
Calculating cost to destination (10/6) cost is 8
Calculating cost to destination (12/6) cost is 10
Calculating cost to destination (13/7) cost is 12
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (11/6) cost is 9
Calculating cost to destination (12/8) cost is 14
Calculating cost to destination (11/9) cost is 10
found 13 valid attack positions, closest at (9/9) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell radau needs settings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell radau needs settings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current 33, original cost 8, effective cost 14, delta -6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Hexenbesen(battle/broom): 
speere count is zero, falling back to zauberstaebe
zauberstaebe count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Hexenbesen(battle/broom), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit spawn
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Berthold on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (12/8) to (12/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (8/10) cost is 11
Calculating cost to destination (9/10) cost is 10
Calculating cost to destination (11/10) cost is 6
Calculating cost to destination (10/11) cost is 8
Calculating cost to destination (5/7) cost is 11
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (9/8) cost is 10
found 14 valid attack positions, closest at (11/10) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 32, original cost 6, effective cost 17, delta -11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Tim on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state none following path from (11/6) to (11/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 21, original cost 6, effective cost 15, delta -9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (11/10) to (11/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (9/9) cost is 7
Calculating cost to destination (8/10) cost is 7
Calculating cost to destination (9/10) cost is 6
Calculating cost to destination (11/10) cost is 2
Calculating cost to destination (10/11) cost is 4
Calculating cost to destination (5/7) cost is 13
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (9/8) cost is 8
found 13 valid attack positions, closest at (11/10) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Hexenbesen on Position 1Adding Char Zombie on Position 2Adding Char Zombie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (9/9) to (9/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/9) cost is 1
Calculating cost to destination (10/8) cost is 3
Calculating cost to destination (11/9) cost is 11
Calculating cost to destination (11/9) cost is 11
Calculating cost to destination (11/11) cost is 5
Calculating cost to destination (10/6) cost is 7
Calculating cost to destination (11/7) cost is 9
Calculating cost to destination (10/8) cost is 3
Calculating cost to destination (12/9) cost is 10
Calculating cost to destination (13/10) cost is 8
Calculating cost to destination (12/11) cost is 6
Calculating cost to destination (10/5) cost is 6
Calculating cost to destination (11/4) cost is 8
Calculating cost to destination (12/5) cost is 10
Calculating cost to destination (11/6) cost is 8
Calculating cost to destination (10/8) cost is 3
Calculating cost to destination (11/7) cost is 9
Calculating cost to destination (12/8) cost is 11
Calculating cost to destination (11/9) cost is 11
Calculating cost to destination (8/6) cost is 3
Calculating cost to destination (9/5) cost is 5
Calculating cost to destination (10/6) cost is 7
found 22 valid attack positions, closest at (9/9) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (7/7) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (11/9) cost is 13
Calculating cost to destination (11/9) cost is 13
Calculating cost to destination (11/11) cost is 9
Calculating cost to destination (10/6) cost is 7
Calculating cost to destination (11/7) cost is 9
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (12/9) cost is 12
Calculating cost to destination (13/10) cost is 12
Calculating cost to destination (12/11) cost is 10
Calculating cost to destination (10/5) cost is 6
Calculating cost to destination (11/4) cost is 8
Calculating cost to destination (12/5) cost is 10
Calculating cost to destination (11/6) cost is 8
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (11/7) cost is 9
Calculating cost to destination (12/8) cost is 11
Calculating cost to destination (11/9) cost is 13
Calculating cost to destination (8/6) cost is 3
Calculating cost to destination (9/5) cost is 5
Calculating cost to destination (10/6) cost is 7
found 21 valid attack positions, closest at (8/6) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Fireno is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell blitz doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 12, original cost 6, effective cost 9, delta -3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (11/11) to (10/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 7
Calculating cost to destination (9/8) cost is 9
Calculating cost to destination (9/10) cost is 5
Calculating cost to destination (9/10) cost is 5
Calculating cost to destination (10/11) cost is 3
Calculating cost to destination (7/6) cost is 11
Calculating cost to destination (8/5) cost is 9
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (9/8) cost is 9
found 10 valid attack positions, closest at (10/11) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Skelett on Position 1Adding Char Mumie on Position 2Adding Char Zombie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Hexenbesen is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(9/7) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(10/10) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(9/9) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Zombie lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Berthold on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Berthold on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (10/5) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (9/8) cost is 9
Calculating cost to destination (9/10) cost is 11
Calculating cost to destination (9/10) cost is 11
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (8/5) cost is 3
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (9/8) cost is 9
found 9 valid attack positions, closest at (8/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Zombie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing battle effect fumble_stumble, started in battleround 2, duration 1, current round 4, so 3 < 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Hexenbesen on Position 2Adding Char Zombie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Hexenbesen on Position 2Adding Char Zombie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Tim on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (9/10) to (9/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 4
Calculating cost to destination (9/8) cost is 6
Calculating cost to destination (9/10) cost is 2
Calculating cost to destination (7/6) cost is 8
Calculating cost to destination (8/7) cost is 6
found 5 valid attack positions, closest at (9/10) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/9) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Zombie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (10/10) to (8/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 10
Calculating cost to destination (8/7) cost is 8
found 2 valid attack positions, closest at (8/7) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpZombie: Removing battle effect fumble_weaponlost, started in battleround 3, duration 1, current round 5, so 4 < 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Zombie: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Zombie on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/8) to (8/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 6
Calculating cost to destination (8/7) cost is 4
found 2 valid attack positions, closest at (8/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (9/9) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 6
found 1 valid attack positions, closest at (7/6) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (11/8)
Maximum Distance for approach is 2
Checking position (11/9) viable, distance 1, count 1
Checking position (12/9) viable, distance 2, count 0
Checking position (12/8) viable, distance 1, count 0
Checking position (12/7) viable, distance 2, count 0
Checking position (11/7) viable, distance 1, count 0
Checking position (10/8) viable, distance 1, count 1
Checking position (10/9) viable, distance 2, count 1
Checking position (11/10) viable, distance 2, count 1
Checking position (12/10) viable, distance 3, count 1
Checking position (10/10) viable, distance 3, count 1
Checking position (13/10) viable, distance 4, count 0
Checking position (13/9) viable, distance 3, count 0
Checking position (13/8) viable, distance 2, count 0
Checking position (13/7) viable, distance 3, count 0
Checking position (13/6) viable, distance 4, count 0
Checking position (12/6) viable, distance 3, count 0
Checking position (11/6) viable, distance 2, count 0
Checking position (10/6) viable, distance 3, count 0
Checking position (9/7) viable, distance 3, count 0
Checking position (9/8) viable, distance 2, count 1
Checking position (9/9) viable, distance 3, count 0
Checking position (9/10) viable, distance 4, count 0
Checking position (11/11) viable, distance 3, count 1
Checking position (12/11) viable, distance 4, count 1
Checking position (10/11) viable, distance 4, count 0
Checking position (13/11) viable, distance 5, count 1
Checking position (9/11) viable, distance 5, count 0
Checking position (14/11) viable, distance 6, count 1
Checking position (14/10) viable, distance 5, count 0
Checking position (14/9) viable, distance 4, count 0
Checking position (14/8) viable, distance 3, count 0
Checking position (14/7) viable, distance 4, count 0
Checking position (14/6) viable, distance 5, count 0
Checking position (14/5) viable, distance 6, count 0
Checking position (13/5) viable, distance 5, count 0
Checking position (12/5) viable, distance 4, count 0
Checking position (11/5) viable, distance 3, count 0
Checking position (10/5) viable, distance 4, count 1
Checking position (9/5) viable, distance 5, count 0
Checking position (8/8) viable, distance 3, count 0
Checking position (8/9) viable, distance 4, count 0
Checking position (8/11) viable, distance 6, count 0
Checking position (15/10) viable, distance 6, count 0
Checking position (15/9) viable, distance 5, count 0
Checking position (15/8) viable, distance 4, count 0
Checking position (15/7) viable, distance 5, count 0
Checking position (15/6) viable, distance 6, count 0
Checking position (13/4) viable, distance 6, count 0
Checking position (12/4) viable, distance 5, count 1
Checking position (11/4) viable, distance 4, count 1
found 14 viable fields
Top 1: Pos(10/8) / Dist 1 / Targets 1
Top 2: Pos(11/9) / Dist 1 / Targets 1
Top 3: Pos(9/8) / Dist 2 / Targets 1
Top 4: Pos(11/10) / Dist 2 / Targets 1
Top 5: Pos(10/9) / Dist 2 / Targets 1
Top 6: Pos(10/5) / Dist 4 / Targets 1
Top 7: Pos(14/11) / Dist 6 / Targets 1
Top 8: Pos(12/4) / Dist 5 / Targets 1
Top 9: Pos(11/4) / Dist 4 / Targets 1
Top 10: Pos(13/11) / Dist 5 / Targets 1
found at least one field to move to (10/8), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (10/8) to (10/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(8/6) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Zombie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/7) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 8
found 1 valid attack positions, closest at (7/6) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/9) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 7
found 1 valid attack positions, closest at (7/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Hexenbesen on Position 1Adding Char Luna on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_3 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_ship8 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship8 in Scene schiffdungeon_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
aexte count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Berthold on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (4/5) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/9) cost is 6
Calculating cost to destination (6/8) cost is 6
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (7/10) cost is 9
Calculating cost to destination (8/11) cost is 11
Calculating cost to destination (9/9) cost is 10
Calculating cost to destination (10/10) cost is 12
Calculating cost to destination (9/11) cost is 12
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (9/9) cost is 10
Calculating cost to destination (9/8) cost is 9
Calculating cost to destination (10/7) cost is 9
Calculating cost to destination (11/8) cost is 11
Calculating cost to destination (10/9) cost is 11
Calculating cost to destination (5/10) cost is 7
Calculating cost to destination (7/10) cost is 9
Calculating cost to destination (6/11) cost is 9
found 18 valid attack positions, closest at (6/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (5/5) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (6/8) cost is 5
Calculating cost to destination (7/9) cost is 7
Calculating cost to destination (7/10) cost is 8
Calculating cost to destination (8/11) cost is 10
Calculating cost to destination (9/9) cost is 9
Calculating cost to destination (10/10) cost is 11
Calculating cost to destination (9/11) cost is 11
Calculating cost to destination (7/9) cost is 7
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (9/9) cost is 9
Calculating cost to destination (9/8) cost is 8
Calculating cost to destination (10/7) cost is 8
Calculating cost to destination (11/8) cost is 10
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (7/10) cost is 8
Calculating cost to destination (6/11) cost is 10
found 18 valid attack positions, closest at (6/8) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/8) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (7/6) cost is 4
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (4/6) cost is 7
Calculating cost to destination (5/5) cost is 7
found 5 valid attack positions, closest at (6/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/8) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (7/6) cost is 4
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (5/5) cost is 7
found 4 valid attack positions, closest at (7/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (9/7) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (4/6) cost is 8
Calculating cost to destination (5/5) cost is 8
found 3 valid attack positions, closest at (6/5) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/9) to (9/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 8
Calculating cost to destination (4/6) cost is 9
Calculating cost to destination (5/5) cost is 9
found 3 valid attack positions, closest at (6/5) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/10)
Maximum Distance for approach is 2
Checking position (6/11) viable, distance 1, count 0
Checking position (7/11) viable, distance 2, count 0
Checking position (7/10) viable, distance 1, count 0
Checking position (7/9) viable, distance 2, count 0
Checking position (6/9) viable, distance 1, count 0
Checking position (5/9) viable, distance 2, count 0
Checking position (5/10) viable, distance 1, count 0
Checking position (5/11) viable, distance 2, count 0
Checking position (8/11) viable, distance 3, count 0
Checking position (8/9) viable, distance 3, count 1
Checking position (8/8) viable, distance 4, count 1
Checking position (7/8) viable, distance 3, count 1
Checking position (6/8) viable, distance 2, count 0
Checking position (5/8) viable, distance 3, count 0
Checking position (4/8) viable, distance 4, count 1
Checking position (4/9) viable, distance 3, count 0
Checking position (4/10) viable, distance 2, count 0
Checking position (4/11) viable, distance 3, count 0
Checking position (9/11) viable, distance 4, count 0
Checking position (9/10) viable, distance 5, count 1
Checking position (9/9) viable, distance 4, count 1
Checking position (9/8) viable, distance 5, count 1
Checking position (9/7) viable, distance 6, count 0
Checking position (8/7) viable, distance 5, count 1
Checking position (7/7) viable, distance 4, count 0
Checking position (4/7) viable, distance 5, count 0
Checking position (3/8) viable, distance 5, count 1
Checking position (3/9) viable, distance 4, count 1
Checking position (3/10) viable, distance 3, count 1
Checking position (3/11) viable, distance 4, count 0
Checking position (10/11) viable, distance 5, count 1
Checking position (10/10) viable, distance 6, count 1
Checking position (10/9) viable, distance 5, count 1
Checking position (10/8) viable, distance 6, count 1
Checking position (2/8) viable, distance 6, count 0
Checking position (2/9) viable, distance 5, count 1
Checking position (2/10) viable, distance 4, count 1
Checking position (2/11) viable, distance 5, count 1
Checking position (1/9) viable, distance 6, count 1
Checking position (1/10) viable, distance 5, count 1
Checking position (1/11) viable, distance 6, count 1
found 21 viable fields
Top 1: Pos(10/8) / Dist 6 / Targets 1
Top 2: Pos(2/9) / Dist 5 / Targets 1
Top 3: Pos(10/9) / Dist 5 / Targets 1
Top 4: Pos(10/11) / Dist 5 / Targets 1
Top 5: Pos(10/10) / Dist 6 / Targets 1
Top 6: Pos(1/10) / Dist 5 / Targets 1
Top 7: Pos(1/11) / Dist 6 / Targets 1
Top 8: Pos(1/9) / Dist 6 / Targets 1
Top 9: Pos(2/10) / Dist 4 / Targets 1
Top 10: Pos(2/11) / Dist 5 / Targets 1
found at least one field to move to (10/8), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/10) to (9/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/10) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 11
Calculating cost to destination (4/6) cost is 8
Calculating cost to destination (5/5) cost is 10
found 3 valid attack positions, closest at (4/6) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Fireno on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (4/7) to (4/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 3
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (4/8) cost is 3
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (5/9) cost is 5
Calculating cost to destination (9/5) cost is 5
Calculating cost to destination (10/6) cost is 7
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (8/5) cost is 4
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (8/9) cost is 8
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (9/10) cost is 10
found 16 valid attack positions, closest at (4/8) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(6/6) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Zombie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/5) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (6/5) cost is 3
Calculating cost to destination (3/8) cost is 9
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (4/9) cost is 7
found 5 valid attack positions, closest at (6/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Zombie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/6) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/6) cost is 10
Calculating cost to destination (3/8) cost is 10
Calculating cost to destination (4/7) cost is 12
Calculating cost to destination (4/9) cost is 8
found 4 valid attack positions, closest at (4/9) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Fireno on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Berthold on Position 1Adding Char Tim on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/9) to (4/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/8) cost is 5
Calculating cost to destination (4/7) cost is 11
Calculating cost to destination (4/9) cost is 3
found 3 valid attack positions, closest at (4/9) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (5/6) to (4/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/8) cost is 8
Calculating cost to destination (4/7) cost is 4
found 2 valid attack positions, closest at (4/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Zombie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (9/9)
Maximum Distance for approach is 2
Checking position (9/10) viable, distance 1, count 0
Checking position (10/10) viable, distance 2, count 0
Checking position (10/9) viable, distance 1, count 0
Checking position (10/8) viable, distance 2, count 0
Checking position (9/8) viable, distance 1, count 0
Checking position (8/8) viable, distance 2, count 0
Checking position (8/9) viable, distance 1, count 0
Checking position (8/10) viable, distance 2, count 1
Checking position (9/11) viable, distance 2, count 1
Checking position (10/11) viable, distance 3, count 1
Checking position (8/11) viable, distance 3, count 1
Checking position (11/11) viable, distance 4, count 0
Checking position (11/10) viable, distance 3, count 0
Checking position (11/9) viable, distance 2, count 0
Checking position (11/8) viable, distance 3, count 0
Checking position (11/7) viable, distance 4, count 0
Checking position (10/7) viable, distance 3, count 0
Checking position (9/7) viable, distance 2, count 0
Checking position (8/7) viable, distance 3, count 0
Checking position (7/7) viable, distance 4, count 0
Checking position (7/8) viable, distance 3, count 0
Checking position (7/9) viable, distance 2, count 0
Checking position (7/10) viable, distance 3, count 1
Checking position (7/11) viable, distance 4, count 1
Checking position (11/6) viable, distance 5, count 0
Checking position (10/6) viable, distance 4, count 0
Checking position (9/6) viable, distance 3, count 0
Checking position (8/6) viable, distance 4, count 0
Checking position (6/6) viable, distance 6, count 0
Checking position (6/7) viable, distance 5, count 0
Checking position (6/8) viable, distance 4, count 0
Checking position (6/9) viable, distance 3, count 1
Checking position (6/10) viable, distance 4, count 1
Checking position (6/11) viable, distance 5, count 1
Checking position (11/5) viable, distance 6, count 0
Checking position (10/5) viable, distance 5, count 0
Checking position (9/5) viable, distance 4, count 0
Checking position (8/5) viable, distance 5, count 0
Checking position (7/5) viable, distance 6, count 0
Checking position (5/9) viable, distance 4, count 0
Checking position (5/10) viable, distance 5, count 1
Checking position (5/11) viable, distance 6, count 0
Checking position (9/4) viable, distance 5, count 0
Checking position (4/10) viable, distance 6, count 0
found 10 viable fields
Top 1: Pos(9/11) / Dist 2 / Targets 1
Top 2: Pos(8/10) / Dist 2 / Targets 1
Top 3: Pos(6/10) / Dist 4 / Targets 1
Top 4: Pos(6/9) / Dist 3 / Targets 1
Top 5: Pos(5/10) / Dist 5 / Targets 1
Top 6: Pos(6/11) / Dist 5 / Targets 1
Top 7: Pos(8/11) / Dist 3 / Targets 1
Top 8: Pos(10/11) / Dist 3 / Targets 1
Top 9: Pos(7/11) / Dist 4 / Targets 1
Top 10: Pos(7/10) / Dist 3 / Targets 1
found at least one field to move to (9/11), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (9/10) to (9/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/8) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Zombie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing battle effect fumble_falldown, started in battleround 2, duration 1, current round 4, so 3 < 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Berthold on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_ship4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship4 in Scene schiffdungeon_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass hiebwaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (9/8) to (9/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/2) cost is 10
Calculating cost to destination (12/3) cost is 9
Calculating cost to destination (12/4) cost is 8
Calculating cost to destination (11/5) cost is 6
Calculating cost to destination (9/4) cost is 5
Calculating cost to destination (10/5) cost is 5
Calculating cost to destination (8/3) cost is 7
Calculating cost to destination (9/2) cost is 9
Calculating cost to destination (9/4) cost is 5
Calculating cost to destination (10/2) cost is 10
Calculating cost to destination (11/1) cost is 12
Calculating cost to destination (12/2) cost is 10
found 12 valid attack positions, closest at (9/4) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/2) to (8/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 5
Calculating cost to destination (9/5) cost is 7
found 2 valid attack positions, closest at (8/4) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (10/5) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 3
found 1 valid attack positions, closest at (9/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/4) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/4) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Skelett is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Berthold on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Door too far with 23.54823 sqr
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gamestart_fanfaren_rm from List levelup, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gamestart_fanfaren_rm from List levelup, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestOpened( 0_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 0_1 ) Invalid Operation: System.InvalidOperationException: 'chestOpened' is not a function.

  at Jurassic.ScriptEngine.CallGlobalFunction (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at Jurassic.ScriptEngine.CallGlobalFunction[Boolean] (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at LocationView.enginereturn[Boolean] (System.String funcname, System.Object[] param) [0x00000] in <filename unknown>:0 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_stairdn )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_ship9 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship9 in Scene schiffdungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (6/8) to (9/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/10) cost is 8
Calculating cost to destination (12/8) cost is 13
Calculating cost to destination (13/9) cost is 11
Calculating cost to destination (12/10) cost is 9
Calculating cost to destination (11/7) cost is 7
Calculating cost to destination (12/8) cost is 13
Calculating cost to destination (9/9) cost is 5
Calculating cost to destination (10/10) cost is 7
Calculating cost to destination (11/7) cost is 7
Calculating cost to destination (12/6) cost is 9
Calculating cost to destination (13/7) cost is 11
Calculating cost to destination (12/8) cost is 13
Calculating cost to destination (9/8) cost is 4
Calculating cost to destination (10/7) cost is 6
found 14 valid attack positions, closest at (9/8) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (10/10) to (9/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (9/9) cost is 4
found 3 valid attack positions, closest at (9/9) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (11/7) to (9/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 5
Calculating cost to destination (9/7) cost is 3
found 2 valid attack positions, closest at (9/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (10/8)
Maximum Distance for approach is 2
Checking position (11/7) viable, distance 2, count 1
Checking position (10/7) viable, distance 1, count 0
Checking position (12/8) viable, distance 4, count 0
Checking position (12/7) viable, distance 3, count 0
Checking position (12/6) viable, distance 4, count 1
Checking position (11/6) viable, distance 3, count 1
Checking position (10/6) viable, distance 2, count 1
Checking position (9/6) viable, distance 3, count 0
Checking position (13/9) viable, distance 6, count 0
Checking position (13/8) viable, distance 5, count 0
Checking position (13/7) viable, distance 4, count 0
Checking position (13/6) viable, distance 5, count 1
Checking position (13/5) viable, distance 6, count 1
Checking position (12/5) viable, distance 5, count 1
Checking position (11/5) viable, distance 4, count 1
Checking position (10/5) viable, distance 3, count 0
Checking position (9/5) viable, distance 4, count 0
Checking position (8/5) viable, distance 5, count 0
Checking position (8/6) viable, distance 4, count 1
Checking position (8/7) viable, distance 5, count 0
Checking position (14/8) viable, distance 6, count 0
Checking position (14/7) viable, distance 5, count 0
Checking position (14/6) viable, distance 6, count 0
Checking position (12/4) viable, distance 6, count 1
Checking position (11/4) viable, distance 5, count 1
Checking position (10/4) viable, distance 4, count 0
Checking position (9/4) viable, distance 5, count 0
Checking position (8/4) viable, distance 6, count 0
Checking position (7/5) viable, distance 6, count 1
Checking position (7/6) viable, distance 5, count 1
Checking position (7/7) viable, distance 6, count 1
found 14 viable fields
Top 1: Pos(10/6) / Dist 2 / Targets 1
Top 2: Pos(11/7) / Dist 2 / Targets 1
Top 3: Pos(11/4) / Dist 5 / Targets 1
Top 4: Pos(8/6) / Dist 4 / Targets 1
Top 5: Pos(12/4) / Dist 6 / Targets 1
Top 6: Pos(7/7) / Dist 6 / Targets 1
Top 7: Pos(7/6) / Dist 5 / Targets 1
Top 8: Pos(7/5) / Dist 6 / Targets 1
Top 9: Pos(13/6) / Dist 5 / Targets 1
Top 10: Pos(11/6) / Dist 3 / Targets 1
found at least one field to move to (10/6), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (10/7) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/8) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (12/8) to (10/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (10/8) cost is 5
found 2 valid attack positions, closest at (10/8) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (11/9) to (9/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 7
found 1 valid attack positions, closest at (8/8) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (10/10) to (9/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 7
found 1 valid attack positions, closest at (8/8) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/8) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/9) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 3
found 1 valid attack positions, closest at (8/8) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Tim on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/8) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

no more free space in inventory to split broken Dietriche, simply removing from stack
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Game Coroutine starting
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CharImgRepo True, maxframes 1000, Log:
OK: Loaded file jaeger_01.jpg from internals
OK: Loaded file jaegerin_01.jpg from internals
OK: Loaded file krieger_01.jpg from internals
OK: Loaded file krieger_02.jpg from internals
OK: Loaded file krieger_03.jpg from internals
OK: Loaded file krieger_04.jpg from internals
OK: Loaded file krieger_05.jpg from internals
OK: Loaded file krieger_06.jpg from internals
OK: Loaded file krieger_07.jpg from internals
OK: Loaded file kriegerin_01.jpg from internals
OK: Loaded file kriegerin_02.jpg from internals
OK: Loaded file kriegerin_03.jpg from internals
OK: Loaded file kriegerin_04.jpg from internals
OK: Loaded file streuner_01.jpg from internals
OK: Loaded file streuner_02.jpg from internals
OK: Loaded file streuner_03.jpg from internals
OK: Loaded file streuner_04.jpg from internals
OK: Loaded file streunerin_01.jpg from internals
OK: Loaded file streunerin_02.jpg from internals
OK: Loaded file streunerin_03.jpg from internals
OK: Loaded file streunerin_04.jpg from internals
OK: Loaded file streunerin_05.jpg from internals
OK: Loaded file thorwaler_01.jpg from internals
OK: Loaded file thorwaler_02.jpg from internals
OK: Loaded file thorwaler_03.jpg from internals
OK: Loaded file thorwalerin_01.jpg from internals
OK: Loaded file zwerg_01.jpg from internals
OK: Loaded file zwerg_02.jpg from internals
OK: Loaded file zwerg_03.jpg from internals
OK: Loaded file zwerg_04.jpg from internals
OK: Loaded file zwergin_01.jpg from internals
OK: Loaded file hexer_01.jpg from internals
OK: Loaded file hexe_01.jpg from internals
OK: Loaded file hexe_02.jpg from internals
OK: Loaded file hexe_04.jpg from internals
OK: Loaded file druide_01.jpg from internals
OK: Loaded file druidin_01.jpg from internals
OK: Loaded file magier_01.jpg from internals
OK: Loaded file magier_02.jpg from internals
OK: Loaded file magier_03.jpg from internals
OK: Loaded file magier_04.jpg from internals
OK: Loaded file magier_05.jpg from internals
OK: Loaded file magierin_01.jpg from internals
OK: Loaded file magierin_02.jpg from internals
OK: Loaded file magierin_03.jpg from internals
OK: Loaded file magierin_04.jpg from internals
OK: Loaded file magierin_05.jpg from internals
OK: Loaded file elf_01.jpg from internals
OK: Loaded file elf_02.jpg from internals
OK: Loaded file elfe_01.jpg from internals
OK: Loaded file elfe_02.jpg from internals
OK: Loaded file elfe_03.jpg from internals
OK: Loaded file elfe_04.jpg from internals
OK: Loaded file elfe_05.jpg from internals

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded Weatherforecast for DSA.Model.DSATime season 2: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

character Character G is unset, deactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 6.809025 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 18 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 3796 unused Assets to reduce memory usage. Loaded Objects now: 20780.
Total: 31.375341 ms (FindLiveObjects: 0.881288 ms CreateObjectMapping: 0.529285 ms MarkObjects: 20.139393 ms  DeleteObjects: 9.428890 ms)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Game Coroutine starting
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CharImgRepo True, maxframes 1000, Log:
OK: Loaded file jaeger_01.jpg from internals
OK: Loaded file jaegerin_01.jpg from internals
OK: Loaded file krieger_01.jpg from internals
OK: Loaded file krieger_02.jpg from internals
OK: Loaded file krieger_03.jpg from internals
OK: Loaded file krieger_04.jpg from internals
OK: Loaded file krieger_05.jpg from internals
OK: Loaded file krieger_06.jpg from internals
OK: Loaded file krieger_07.jpg from internals
OK: Loaded file kriegerin_01.jpg from internals
OK: Loaded file kriegerin_02.jpg from internals
OK: Loaded file kriegerin_03.jpg from internals
OK: Loaded file kriegerin_04.jpg from internals
OK: Loaded file streuner_01.jpg from internals
OK: Loaded file streuner_02.jpg from internals
OK: Loaded file streuner_03.jpg from internals
OK: Loaded file streuner_04.jpg from internals
OK: Loaded file streunerin_01.jpg from internals
OK: Loaded file streunerin_02.jpg from internals
OK: Loaded file streunerin_03.jpg from internals
OK: Loaded file streunerin_04.jpg from internals
OK: Loaded file streunerin_05.jpg from internals
OK: Loaded file thorwaler_01.jpg from internals
OK: Loaded file thorwaler_02.jpg from internals
OK: Loaded file thorwaler_03.jpg from internals
OK: Loaded file thorwalerin_01.jpg from internals
OK: Loaded file zwerg_01.jpg from internals
OK: Loaded file zwerg_02.jpg from internals
OK: Loaded file zwerg_03.jpg from internals
OK: Loaded file zwerg_04.jpg from internals
OK: Loaded file zwergin_01.jpg from internals
OK: Loaded file hexer_01.jpg from internals
OK: Loaded file hexe_01.jpg from internals
OK: Loaded file hexe_02.jpg from internals
OK: Loaded file hexe_04.jpg from internals
OK: Loaded file druide_01.jpg from internals
OK: Loaded file druidin_01.jpg from internals
OK: Loaded file magier_01.jpg from internals
OK: Loaded file magier_02.jpg from internals
OK: Loaded file magier_03.jpg from internals
OK: Loaded file magier_04.jpg from internals
OK: Loaded file magier_05.jpg from internals
OK: Loaded file magierin_01.jpg from internals
OK: Loaded file magierin_02.jpg from internals
OK: Loaded file magierin_03.jpg from internals
OK: Loaded file magierin_04.jpg from internals
OK: Loaded file magierin_05.jpg from internals
OK: Loaded file elf_01.jpg from internals
OK: Loaded file elf_02.jpg from internals
OK: Loaded file elfe_01.jpg from internals
OK: Loaded file elfe_02.jpg from internals
OK: Loaded file elfe_03.jpg from internals
OK: Loaded file elfe_04.jpg from internals
OK: Loaded file elfe_05.jpg from internals

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded Weatherforecast for DSA.Model.DSATime season 2: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

character Character G is unset, deactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 6.628543 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 179 unused Assets to reduce memory usage. Loaded Objects now: 20780.
Total: 23.055262 ms (FindLiveObjects: 0.749767 ms CreateObjectMapping: 0.248322 ms MarkObjects: 21.305485 ms  DeleteObjects: 0.481924 ms)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestOpened( 0_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 0_1 ) Invalid Operation: System.InvalidOperationException: 'chestOpened' is not a function.

  at Jurassic.ScriptEngine.CallGlobalFunction (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at Jurassic.ScriptEngine.CallGlobalFunction[Boolean] (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at LocationView.enginereturn[Boolean] (System.String funcname, System.Object[] param) [0x00000] in <filename unknown>:0 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_sabre )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_sabre )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_ship3 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship3 in Scene schiffdungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
zweihaender count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (4/7) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/8) cost is 7
Calculating cost to destination (10/7) cost is 7
Calculating cost to destination (11/7) cost is 8
Calculating cost to destination (12/6) cost is 10
Calculating cost to destination (13/7) cost is 12
Calculating cost to destination (9/9) cost is 8
Calculating cost to destination (11/9) cost is 12
Calculating cost to destination (10/10) cost is 10
Calculating cost to destination (13/8) cost is 13
Calculating cost to destination (11/7) cost is 8
Calculating cost to destination (11/9) cost is 12
Calculating cost to destination (11/9) cost is 12
Calculating cost to destination (13/9) cost is 14
Calculating cost to destination (12/10) cost is 12
found 14 valid attack positions, closest at (10/7) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/8) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/7) cost is 6
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (7/7) cost is 4
Calculating cost to destination (6/8) cost is 4
found 4 valid attack positions, closest at (7/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/9) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (6/8) cost is 5
found 3 valid attack positions, closest at (6/8) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (10/8) to (8/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/7) cost is 9
Calculating cost to destination (6/6) cost is 7
found 2 valid attack positions, closest at (6/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (12/9)
Maximum Distance for approach is 2
Checking position (12/10) viable, distance 1, count 1
Checking position (13/10) viable, distance 2, count 0
Checking position (13/9) viable, distance 1, count 0
Checking position (13/8) viable, distance 2, count 0
Checking position (11/8) viable, distance 2, count 0
Checking position (11/9) viable, distance 1, count 0
Checking position (11/10) viable, distance 2, count 1
Checking position (12/11) viable, distance 2, count 1
Checking position (13/11) viable, distance 3, count 1
Checking position (11/11) viable, distance 3, count 1
Checking position (14/11) viable, distance 4, count 1
Checking position (14/10) viable, distance 3, count 0
Checking position (14/9) viable, distance 2, count 0
Checking position (14/8) viable, distance 3, count 0
Checking position (14/7) viable, distance 4, count 0
Checking position (13/7) viable, distance 3, count 0
Checking position (11/7) viable, distance 3, count 0
Checking position (10/7) viable, distance 4, count 0
Checking position (10/8) viable, distance 3, count 0
Checking position (10/9) viable, distance 2, count 1
Checking position (10/10) viable, distance 3, count 1
Checking position (10/11) viable, distance 4, count 1
Checking position (15/11) viable, distance 5, count 0
Checking position (15/10) viable, distance 4, count 0
Checking position (15/9) viable, distance 3, count 0
Checking position (15/8) viable, distance 4, count 0
Checking position (15/7) viable, distance 5, count 0
Checking position (15/6) viable, distance 6, count 0
Checking position (14/6) viable, distance 5, count 0
Checking position (13/6) viable, distance 4, count 0
Checking position (12/6) viable, distance 5, count 0
Checking position (11/6) viable, distance 4, count 0
Checking position (10/6) viable, distance 5, count 0
Checking position (9/6) viable, distance 6, count 0
Checking position (9/7) viable, distance 5, count 0
Checking position (9/8) viable, distance 4, count 0
Checking position (9/9) viable, distance 3, count 1
Checking position (9/10) viable, distance 4, count 1
Checking position (9/11) viable, distance 5, count 1
Checking position (16/11) viable, distance 6, count 0
Checking position (16/10) viable, distance 5, count 0
Checking position (16/9) viable, distance 4, count 0
Checking position (16/8) viable, distance 5, count 0
Checking position (16/7) viable, distance 6, count 0
Checking position (14/5) viable, distance 6, count 0
Checking position (13/5) viable, distance 5, count 0
Checking position (12/5) viable, distance 6, count 0
Checking position (11/5) viable, distance 5, count 0
Checking position (10/5) viable, distance 6, count 1
Checking position (8/8) viable, distance 5, count 1
found 14 viable fields
Top 1: Pos(12/10) / Dist 1 / Targets 1
Top 2: Pos(10/9) / Dist 2 / Targets 1
Top 3: Pos(12/11) / Dist 2 / Targets 1
Top 4: Pos(11/10) / Dist 2 / Targets 1
Top 5: Pos(9/10) / Dist 4 / Targets 1
Top 6: Pos(9/9) / Dist 3 / Targets 1
Top 7: Pos(8/8) / Dist 5 / Targets 1
Top 8: Pos(10/5) / Dist 6 / Targets 1
Top 9: Pos(9/11) / Dist 5 / Targets 1
Top 10: Pos(11/11) / Dist 3 / Targets 1
found at least one field to move to (12/10), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (12/10) to (12/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(6/7) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Zombie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (11/8) to (10/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/7) cost is 10
Calculating cost to destination (6/6) cost is 8
found 2 valid attack positions, closest at (6/6) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (11/7) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/7) cost is 9
Calculating cost to destination (6/6) cost is 7
found 2 valid attack positions, closest at (6/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (9/6) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (6/6) cost is 7
found 2 valid attack positions, closest at (6/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(6/7) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Zombie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/6) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/7) cost is 4
Calculating cost to destination (6/6) cost is 2
found 2 valid attack positions, closest at (6/6) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (9/8) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/7) cost is 8
found 1 valid attack positions, closest at (5/7) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Frija on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Frija on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Luna lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/5) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/7) cost is 4
found 1 valid attack positions, closest at (5/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (12/10)
Maximum Distance for approach is 2
Checking position (12/11) viable, distance 1, count 0
Checking position (13/11) viable, distance 2, count 0
Checking position (13/10) viable, distance 1, count 0
Checking position (13/9) viable, distance 2, count 0
Checking position (12/9) viable, distance 1, count 0
Checking position (11/9) viable, distance 2, count 0
Checking position (11/10) viable, distance 1, count 0
Checking position (11/11) viable, distance 2, count 0
Checking position (14/11) viable, distance 3, count 0
Checking position (14/10) viable, distance 2, count 0
Checking position (14/9) viable, distance 3, count 0
Checking position (14/8) viable, distance 4, count 0
Checking position (13/8) viable, distance 3, count 0
Checking position (12/8) viable, distance 2, count 0
Checking position (11/8) viable, distance 3, count 0
Checking position (10/8) viable, distance 4, count 0
Checking position (10/9) viable, distance 3, count 0
Checking position (10/10) viable, distance 2, count 0
Checking position (10/11) viable, distance 3, count 0
Checking position (15/11) viable, distance 4, count 0
Checking position (15/10) viable, distance 3, count 0
Checking position (15/9) viable, distance 4, count 0
Checking position (15/8) viable, distance 5, count 0
Checking position (15/7) viable, distance 6, count 0
Checking position (14/7) viable, distance 5, count 0
Checking position (13/7) viable, distance 4, count 0
Checking position (12/7) viable, distance 3, count 0
Checking position (11/7) viable, distance 4, count 0
Checking position (10/7) viable, distance 5, count 0
Checking position (9/7) viable, distance 6, count 0
Checking position (9/8) viable, distance 5, count 0
Checking position (9/9) viable, distance 4, count 0
Checking position (9/10) viable, distance 3, count 0
Checking position (9/11) viable, distance 4, count 0
Checking position (16/11) viable, distance 5, count 0
Checking position (16/10) viable, distance 4, count 0
Checking position (16/9) viable, distance 5, count 0
Checking position (16/8) viable, distance 6, count 0
Checking position (14/6) viable, distance 6, count 0
Checking position (13/6) viable, distance 5, count 0
Checking position (12/6) viable, distance 4, count 0
Checking position (11/6) viable, distance 5, count 0
Checking position (10/6) viable, distance 6, count 0
Checking position (8/8) viable, distance 6, count 0
Checking position (8/9) viable, distance 5, count 0
Checking position (8/10) viable, distance 4, count 0
Checking position (8/11) viable, distance 5, count 0
Checking position (17/11) viable, distance 6, count 0
Checking position (17/10) viable, distance 5, count 0
Checking position (17/9) viable, distance 6, count 0
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Berthold on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (12/10)
Maximum Distance for approach is 2
Checking position (12/11) viable, distance 1, count 0
Checking position (13/11) viable, distance 2, count 0
Checking position (13/10) viable, distance 1, count 0
Checking position (13/9) viable, distance 2, count 0
Checking position (12/9) viable, distance 1, count 0
Checking position (11/9) viable, distance 2, count 0
Checking position (11/10) viable, distance 1, count 0
Checking position (11/11) viable, distance 2, count 0
Checking position (14/11) viable, distance 3, count 0
Checking position (14/10) viable, distance 2, count 0
Checking position (14/9) viable, distance 3, count 0
Checking position (14/8) viable, distance 4, count 0
Checking position (13/8) viable, distance 3, count 0
Checking position (12/8) viable, distance 2, count 0
Checking position (11/8) viable, distance 3, count 0
Checking position (10/8) viable, distance 4, count 0
Checking position (10/9) viable, distance 3, count 0
Checking position (10/10) viable, distance 2, count 0
Checking position (10/11) viable, distance 3, count 0
Checking position (15/11) viable, distance 4, count 0
Checking position (15/10) viable, distance 3, count 0
Checking position (15/9) viable, distance 4, count 0
Checking position (15/8) viable, distance 5, count 0
Checking position (15/7) viable, distance 6, count 0
Checking position (14/7) viable, distance 5, count 0
Checking position (13/7) viable, distance 4, count 0
Checking position (12/7) viable, distance 3, count 0
Checking position (11/7) viable, distance 4, count 0
Checking position (10/7) viable, distance 5, count 0
Checking position (9/7) viable, distance 6, count 0
Checking position (9/8) viable, distance 5, count 0
Checking position (9/9) viable, distance 4, count 0
Checking position (9/10) viable, distance 3, count 0
Checking position (9/11) viable, distance 4, count 0
Checking position (16/11) viable, distance 5, count 0
Checking position (16/10) viable, distance 4, count 0
Checking position (16/9) viable, distance 5, count 0
Checking position (16/8) viable, distance 6, count 0
Checking position (14/6) viable, distance 6, count 0
Checking position (13/6) viable, distance 5, count 0
Checking position (12/6) viable, distance 4, count 0
Checking position (11/6) viable, distance 5, count 0
Checking position (10/6) viable, distance 6, count 0
Checking position (8/8) viable, distance 6, count 0
Checking position (8/9) viable, distance 5, count 0
Checking position (8/10) viable, distance 4, count 0
Checking position (8/11) viable, distance 5, count 0
Checking position (17/11) viable, distance 6, count 0
Checking position (17/10) viable, distance 5, count 0
Checking position (17/9) viable, distance 6, count 0
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing battle effect fumble_weaponlost, started in battleround 3, duration 1, current round 5, so 4 < 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpZombie: Removing battle effect fumble_falldown, started in battleround 3, duration 1, current round 5, so 4 < 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Zombie: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Zombie False && False, skipping
Removing Zombie from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 35, original cost 5, effective cost 8, delta -3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_ship10 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship10 in Scene schiffdungeon_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
aexte count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Ilgar on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (10/5) to (10/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 7
Calculating cost to destination (10/9) cost is 11
Calculating cost to destination (9/10) cost is 9
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (10/7) cost is 3
Calculating cost to destination (11/8) cost is 7
Calculating cost to destination (10/9) cost is 11
Calculating cost to destination (8/7) cost is 5
Calculating cost to destination (9/6) cost is 3
Calculating cost to destination (10/7) cost is 3
Calculating cost to destination (10/7) cost is 3
Calculating cost to destination (11/6) cost is 3
Calculating cost to destination (12/7) cost is 5
Calculating cost to destination (11/8) cost is 7
Calculating cost to destination (10/9) cost is 11
Calculating cost to destination (11/8) cost is 7
Calculating cost to destination (12/9) cost is 7
Calculating cost to destination (11/10) cost is 9
found 18 valid attack positions, closest at (10/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (9/5) to (9/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 6
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (9/10) cost is 8
Calculating cost to destination (8/8) cost is 5
Calculating cost to destination (11/8) cost is 8
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (8/7) cost is 4
Calculating cost to destination (9/6) cost is 2
Calculating cost to destination (11/6) cost is 4
Calculating cost to destination (12/7) cost is 6
Calculating cost to destination (11/8) cost is 8
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (11/8) cost is 8
Calculating cost to destination (12/9) cost is 8
Calculating cost to destination (11/10) cost is 10
found 15 valid attack positions, closest at (9/6) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (8/8) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/6) cost is 4
Calculating cost to destination (9/5) cost is 6
Calculating cost to destination (10/6) cost is 8
Calculating cost to destination (10/6) cost is 8
found 4 valid attack positions, closest at (8/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(10/7) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Zombie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/7) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 7
Calculating cost to destination (10/6) cost is 9
Calculating cost to destination (10/6) cost is 9
found 3 valid attack positions, closest at (9/5) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Zombie on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Berthold on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (11/9)
Maximum Distance for approach is 2
Checking position (11/10) viable, distance 1, count 0
Checking position (12/10) viable, distance 2, count 0
Checking position (12/9) viable, distance 1, count 1
Checking position (12/8) viable, distance 2, count 0
Checking position (11/8) viable, distance 1, count 1
Checking position (10/9) viable, distance 1, count 0
Checking position (10/10) viable, distance 2, count 0
Checking position (11/11) viable, distance 2, count 0
Checking position (12/11) viable, distance 3, count 0
Checking position (10/11) viable, distance 3, count 0
Checking position (13/11) viable, distance 4, count 0
Checking position (13/10) viable, distance 3, count 1
Checking position (13/9) viable, distance 2, count 1
Checking position (13/8) viable, distance 3, count 0
Checking position (13/7) viable, distance 4, count 0
Checking position (12/7) viable, distance 3, count 0
Checking position (9/8) viable, distance 3, count 0
Checking position (9/9) viable, distance 2, count 0
Checking position (9/10) viable, distance 3, count 0
Checking position (9/11) viable, distance 4, count 0
Checking position (14/11) viable, distance 5, count 1
Checking position (14/10) viable, distance 4, count 1
Checking position (14/9) viable, distance 3, count 0
Checking position (14/8) viable, distance 4, count 0
Checking position (14/7) viable, distance 5, count 1
Checking position (14/6) viable, distance 6, count 1
Checking position (13/6) viable, distance 5, count 1
Checking position (12/6) viable, distance 4, count 1
Checking position (11/6) viable, distance 5, count 1
Checking position (8/7) viable, distance 5, count 0
Checking position (8/8) viable, distance 4, count 1
Checking position (8/9) viable, distance 3, count 0
Checking position (8/10) viable, distance 4, count 0
Checking position (8/11) viable, distance 5, count 0
Checking position (13/5) viable, distance 6, count 1
Checking position (12/5) viable, distance 5, count 1
Checking position (11/5) viable, distance 6, count 1
Checking position (7/7) viable, distance 6, count 1
Checking position (7/8) viable, distance 5, count 1
Checking position (7/9) viable, distance 4, count 1
Checking position (7/10) viable, distance 5, count 1
Checking position (7/11) viable, distance 6, count 0
found 19 viable fields
Top 1: Pos(11/8) / Dist 1 / Targets 1
Top 2: Pos(12/9) / Dist 1 / Targets 1
Top 3: Pos(13/9) / Dist 2 / Targets 1
Top 4: Pos(12/5) / Dist 5 / Targets 1
Top 5: Pos(11/5) / Dist 6 / Targets 1
Top 6: Pos(8/8) / Dist 4 / Targets 1
Top 7: Pos(13/5) / Dist 6 / Targets 1
Top 8: Pos(7/9) / Dist 4 / Targets 1
Top 9: Pos(7/10) / Dist 5 / Targets 1
Top 10: Pos(7/7) / Dist 6 / Targets 1
found at least one field to move to (11/8), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (11/8) to (11/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/6) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/5) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 3
Calculating cost to destination (10/6) cost is 5
found 2 valid attack positions, closest at (9/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/6) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (10/6) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/6) cost is 2
found 1 valid attack positions, closest at (10/6) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/6) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_ship9 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship9 in Scene schiffdungeon_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (11/6) to (10/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/4) cost is 3
Calculating cost to destination (10/5) cost is 3
Calculating cost to destination (10/1) cost is 7
Calculating cost to destination (11/2) cost is 5
Calculating cost to destination (8/2) cost is 8
Calculating cost to destination (9/1) cost is 8
Calculating cost to destination (8/3) cost is 7
Calculating cost to destination (11/3) cost is 4
Calculating cost to destination (8/4) cost is 6
Calculating cost to destination (9/5) cost is 4
found 10 valid attack positions, closest at (10/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (9/4)
Maximum Distance for approach is 2
Checking position (9/5) viable, distance 1, count 0
Checking position (8/3) viable, distance 2, count 0
Checking position (8/4) viable, distance 1, count 0
Checking position (8/5) viable, distance 2, count 1
Checking position (9/6) viable, distance 2, count 0
Checking position (10/6) viable, distance 3, count 0
Checking position (8/6) viable, distance 3, count 1
Checking position (8/2) viable, distance 3, count 0
Checking position (7/2) viable, distance 4, count 0
Checking position (7/3) viable, distance 3, count 0
Checking position (7/4) viable, distance 2, count 1
Checking position (7/5) viable, distance 3, count 1
Checking position (7/6) viable, distance 4, count 1
Checking position (9/7) viable, distance 3, count 1
Checking position (10/7) viable, distance 4, count 1
Checking position (8/7) viable, distance 4, count 1
Checking position (11/7) viable, distance 5, count 1
Checking position (11/6) viable, distance 4, count 0
Checking position (11/5) viable, distance 5, count 0
Checking position (7/7) viable, distance 5, count 1
Checking position (9/1) viable, distance 5, count 0
Checking position (8/1) viable, distance 4, count 0
Checking position (7/1) viable, distance 5, count 0
Checking position (6/5) viable, distance 4, count 1
Checking position (6/6) viable, distance 5, count 1
Checking position (9/8) viable, distance 4, count 1
Checking position (10/8) viable, distance 5, count 1
Checking position (8/8) viable, distance 5, count 1
Checking position (11/8) viable, distance 6, count 1
Checking position (7/8) viable, distance 6, count 1
Checking position (12/7) viable, distance 6, count 1
Checking position (12/6) viable, distance 5, count 1
Checking position (12/5) viable, distance 6, count 1
Checking position (9/0) viable, distance 6, count 0
Checking position (8/0) viable, distance 5, count 0
Checking position (7/0) viable, distance 6, count 0
Checking position (5/4) viable, distance 6, count 0
Checking position (5/5) viable, distance 5, count 1
Checking position (5/6) viable, distance 6, count 1
Checking position (9/9) viable, distance 5, count 1
Checking position (10/9) viable, distance 6, count 1
Checking position (8/9) viable, distance 6, count 1
found 25 viable fields
Top 1: Pos(7/4) / Dist 2 / Targets 1
Top 2: Pos(8/5) / Dist 2 / Targets 1
Top 3: Pos(12/7) / Dist 6 / Targets 1
Top 4: Pos(12/6) / Dist 5 / Targets 1
Top 5: Pos(7/8) / Dist 6 / Targets 1
Top 6: Pos(8/8) / Dist 5 / Targets 1
Top 7: Pos(11/8) / Dist 6 / Targets 1
Top 8: Pos(12/5) / Dist 6 / Targets 1
Top 9: Pos(10/9) / Dist 6 / Targets 1
Top 10: Pos(8/9) / Dist 6 / Targets 1
found at least one field to move to (7/4), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/4) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(10/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/3) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 5
Calculating cost to destination (11/5) cost is 7
Calculating cost to destination (10/6) cost is 7
found 3 valid attack positions, closest at (9/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (11/3) to (11/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/5) cost is 4
Calculating cost to destination (10/6) cost is 6
found 2 valid attack positions, closest at (11/5) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (11/4) to (12/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/6) cost is 7
found 1 valid attack positions, closest at (10/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (9/4) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/6) cost is 6
found 1 valid attack positions, closest at (10/6) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/4)
Maximum Distance for approach is 2
Checking position (7/5) viable, distance 1, count 0
Checking position (8/4) viable, distance 1, count 1
Checking position (8/3) viable, distance 2, count 1
Checking position (7/3) viable, distance 1, count 1
Checking position (6/5) viable, distance 2, count 0
Checking position (7/6) viable, distance 2, count 0
Checking position (8/6) viable, distance 3, count 1
Checking position (6/6) viable, distance 3, count 0
Checking position (9/4) viable, distance 2, count 0
Checking position (9/3) viable, distance 3, count 1
Checking position (9/2) viable, distance 4, count 0
Checking position (8/2) viable, distance 3, count 1
Checking position (7/2) viable, distance 2, count 1
Checking position (5/4) viable, distance 4, count 0
Checking position (5/5) viable, distance 3, count 0
Checking position (5/6) viable, distance 4, count 0
Checking position (7/7) viable, distance 3, count 1
Checking position (8/7) viable, distance 4, count 1
Checking position (9/7) viable, distance 5, count 1
Checking position (9/6) viable, distance 4, count 0
Checking position (5/7) viable, distance 5, count 0
Checking position (10/3) viable, distance 4, count 0
Checking position (10/2) viable, distance 5, count 0
Checking position (10/1) viable, distance 6, count 0
Checking position (9/1) viable, distance 5, count 0
Checking position (8/1) viable, distance 4, count 1
Checking position (7/1) viable, distance 3, count 1
Checking position (5/3) viable, distance 5, count 0
Checking position (4/3) viable, distance 6, count 0
Checking position (4/4) viable, distance 5, count 0
Checking position (4/5) viable, distance 4, count 0
Checking position (4/6) viable, distance 5, count 0
Checking position (4/7) viable, distance 6, count 0
Checking position (7/8) viable, distance 4, count 1
Checking position (8/8) viable, distance 5, count 1
Checking position (9/8) viable, distance 6, count 1
Checking position (10/7) viable, distance 6, count 1
Checking position (10/6) viable, distance 5, count 0
Checking position (11/4) viable, distance 6, count 0
Checking position (11/3) viable, distance 5, count 1
Checking position (11/2) viable, distance 6, count 0
Checking position (9/0) viable, distance 6, count 0
Checking position (8/0) viable, distance 5, count 0
Checking position (7/0) viable, distance 4, count 1
Checking position (3/4) viable, distance 6, count 0
Checking position (3/5) viable, distance 5, count 0
Checking position (3/6) viable, distance 6, count 0
Checking position (7/9) viable, distance 5, count 1
Checking position (8/9) viable, distance 6, count 1
found 20 viable fields
Top 1: Pos(7/3) / Dist 1 / Targets 1
Top 2: Pos(8/4) / Dist 1 / Targets 1
Top 3: Pos(7/2) / Dist 2 / Targets 1
Top 4: Pos(8/3) / Dist 2 / Targets 1
Top 5: Pos(10/7) / Dist 6 / Targets 1
Top 6: Pos(9/8) / Dist 6 / Targets 1
Top 7: Pos(7/8) / Dist 4 / Targets 1
Top 8: Pos(8/8) / Dist 5 / Targets 1
Top 9: Pos(7/9) / Dist 5 / Targets 1
Top 10: Pos(8/9) / Dist 6 / Targets 1
found at least one field to move to (7/3), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/3) to (7/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(10/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (11/6) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/6) cost is 3
found 1 valid attack positions, closest at (10/6) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Tim on Position 1Adding Char Ilgar on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(10/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(10/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(10/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Mumie is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestOpened( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 0_2 ) Invalid Operation: System.InvalidOperationException: 'chestOpened' is not a function.

  at Jurassic.ScriptEngine.CallGlobalFunction (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at Jurassic.ScriptEngine.CallGlobalFunction[Boolean] (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at LocationView.enginereturn[Boolean] (System.String funcname, System.Object[] param) [0x00000] in <filename unknown>:0 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory14 (UnityEngine.BoxCollider) (inventory14), container inventory14 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory14 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory15 (UnityEngine.BoxCollider) (inventory15), container inventory15 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory15 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory16 (UnityEngine.BoxCollider) (inventory16), container inventory16 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory16 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_3 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Opening Dungeondoor Dio
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_stairdn )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_11 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_10 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_5 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_12 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_6 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 1_stairup, Moving to coordinates (38.0, 1.0, 5.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_8 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_8 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_8 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_ship18 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship18 in Scene schiffdungeon_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 33) to delayed spawn queue. spawnRound: 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (7/6) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (9/6) cost is 3
Calculating cost to destination (10/7) cost is 5
Calculating cost to destination (7/6) cost is 1
Calculating cost to destination (8/5) cost is 1
Calculating cost to destination (9/6) cost is 3
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (9/9) cost is 12
Calculating cost to destination (7/9) cost is 10
Calculating cost to destination (7/6) cost is 1
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (8/9) cost is 11
found 9 valid attack positions, closest at (7/6) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Game Coroutine starting
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_11 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_10 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_5 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_12 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_6 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship18
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CharImgRepo True, maxframes 1000, Log:
OK: Loaded file jaeger_01.jpg from internals
OK: Loaded file jaegerin_01.jpg from internals
OK: Loaded file krieger_01.jpg from internals
OK: Loaded file krieger_02.jpg from internals
OK: Loaded file krieger_03.jpg from internals
OK: Loaded file krieger_04.jpg from internals
OK: Loaded file krieger_05.jpg from internals
OK: Loaded file krieger_06.jpg from internals
OK: Loaded file krieger_07.jpg from internals
OK: Loaded file kriegerin_01.jpg from internals
OK: Loaded file kriegerin_02.jpg from internals
OK: Loaded file kriegerin_03.jpg from internals
OK: Loaded file kriegerin_04.jpg from internals
OK: Loaded file streuner_01.jpg from internals
OK: Loaded file streuner_02.jpg from internals
OK: Loaded file streuner_03.jpg from internals
OK: Loaded file streuner_04.jpg from internals
OK: Loaded file streunerin_01.jpg from internals
OK: Loaded file streunerin_02.jpg from internals
OK: Loaded file streunerin_03.jpg from internals
OK: Loaded file streunerin_04.jpg from internals
OK: Loaded file streunerin_05.jpg from internals
OK: Loaded file thorwaler_01.jpg from internals
OK: Loaded file thorwaler_02.jpg from internals
OK: Loaded file thorwaler_03.jpg from internals
OK: Loaded file thorwalerin_01.jpg from internals
OK: Loaded file zwerg_01.jpg from internals
OK: Loaded file zwerg_02.jpg from internals
OK: Loaded file zwerg_03.jpg from internals
OK: Loaded file zwerg_04.jpg from internals
OK: Loaded file zwergin_01.jpg from internals
OK: Loaded file hexer_01.jpg from internals
OK: Loaded file hexe_01.jpg from internals
OK: Loaded file hexe_02.jpg from internals
OK: Loaded file hexe_04.jpg from internals
OK: Loaded file druide_01.jpg from internals
OK: Loaded file druidin_01.jpg from internals
OK: Loaded file magier_01.jpg from internals
OK: Loaded file magier_02.jpg from internals
OK: Loaded file magier_03.jpg from internals
OK: Loaded file magier_04.jpg from internals
OK: Loaded file magier_05.jpg from internals
OK: Loaded file magierin_01.jpg from internals
OK: Loaded file magierin_02.jpg from internals
OK: Loaded file magierin_03.jpg from internals
OK: Loaded file magierin_04.jpg from internals
OK: Loaded file magierin_05.jpg from internals
OK: Loaded file elf_01.jpg from internals
OK: Loaded file elf_02.jpg from internals
OK: Loaded file elfe_01.jpg from internals
OK: Loaded file elfe_02.jpg from internals
OK: Loaded file elfe_03.jpg from internals
OK: Loaded file elfe_04.jpg from internals
OK: Loaded file elfe_05.jpg from internals

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded Weatherforecast for DSA.Model.DSATime season 2: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

character Character G is unset, deactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 6.062138 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 14 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 3641 unused Assets to reduce memory usage. Loaded Objects now: 20744.
Total: 29.732124 ms (FindLiveObjects: 0.854088 ms CreateObjectMapping: 0.521285 ms MarkObjects: 20.443398 ms  DeleteObjects: 7.544392 ms)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Opening Dungeondoor Dio
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_stairdn )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_11 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_10 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_5 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_12 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_6 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 1_stairup, Moving to coordinates (38.0, 1.0, 5.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_8 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_8 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_8 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_8 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_ship18 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship18 in Scene schiffdungeon_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 33) to delayed spawn queue. spawnRound: 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass aexte
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass hiebwaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass stichwaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (6/9) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/4) cost is 10
Calculating cost to destination (2/5) cost is 10
Calculating cost to destination (4/3) cost is 10
Calculating cost to destination (5/2) cost is 12
Calculating cost to destination (6/3) cost is 10
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (0/4) cost is 13
Calculating cost to destination (1/3) cost is 15
Calculating cost to destination (1/3) cost is 15
Calculating cost to destination (2/2) cost is 13
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (4/1) cost is 12
Calculating cost to destination (5/0) cost is 14
Calculating cost to destination (6/1) cost is 12
Calculating cost to destination (5/2) cost is 12
Calculating cost to destination (0/5) cost is 12
Calculating cost to destination (2/5) cost is 10
Calculating cost to destination (1/6) cost is 10
found 18 valid attack positions, closest at (5/4) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (8/9) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/4) cost is 11
Calculating cost to destination (2/5) cost is 11
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (6/3) cost is 9
Calculating cost to destination (5/4) cost is 11
Calculating cost to destination (0/4) cost is 14
Calculating cost to destination (1/3) cost is 16
Calculating cost to destination (1/3) cost is 16
Calculating cost to destination (2/2) cost is 14
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (4/1) cost is 13
Calculating cost to destination (5/0) cost is 13
Calculating cost to destination (6/1) cost is 11
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (0/5) cost is 13
Calculating cost to destination (2/5) cost is 11
Calculating cost to destination (1/6) cost is 11
found 18 valid attack positions, closest at (6/3) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (9/6) to (6/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/4) cost is 11
Calculating cost to destination (2/5) cost is 11
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (5/2) cost is 9
Calculating cost to destination (6/3) cost is 7
Calculating cost to destination (5/4) cost is 11
Calculating cost to destination (0/4) cost is 14
Calculating cost to destination (1/3) cost is 14
Calculating cost to destination (1/3) cost is 14
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (4/1) cost is 11
Calculating cost to destination (5/0) cost is 11
Calculating cost to destination (6/1) cost is 9
Calculating cost to destination (5/2) cost is 9
Calculating cost to destination (0/5) cost is 13
Calculating cost to destination (2/5) cost is 11
Calculating cost to destination (1/6) cost is 11
found 18 valid attack positions, closest at (6/3) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (5/5) to (5/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/4) cost is 5
Calculating cost to destination (2/5) cost is 5
Calculating cost to destination (4/3) cost is 5
Calculating cost to destination (5/2) cost is 7
Calculating cost to destination (5/4) cost is 3
Calculating cost to destination (0/4) cost is 8
Calculating cost to destination (1/3) cost is 10
Calculating cost to destination (1/3) cost is 10
Calculating cost to destination (2/2) cost is 8
Calculating cost to destination (3/3) cost is 6
Calculating cost to destination (4/1) cost is 7
Calculating cost to destination (5/0) cost is 9
Calculating cost to destination (6/1) cost is 9
Calculating cost to destination (5/2) cost is 7
Calculating cost to destination (0/5) cost is 7
Calculating cost to destination (2/5) cost is 5
Calculating cost to destination (1/6) cost is 5
found 17 valid attack positions, closest at (5/4) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (6/9) to (2/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (0/4) cost is 12
Calculating cost to destination (1/3) cost is 14
Calculating cost to destination (1/3) cost is 14
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (4/1) cost is 11
Calculating cost to destination (5/0) cost is 13
Calculating cost to destination (6/1) cost is 13
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (0/5) cost is 11
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (1/6) cost is 9
found 16 valid attack positions, closest at (1/6) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 0, original cost 6, effective cost 12, delta -6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 17, original cost 6, effective cost 13, delta -7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Berthold on Position 1Adding Char Frija on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state none following path from (1/3) to (2/0), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (3/3) to (4/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Tim lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (6/3) to (6/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/4) cost is 10
Calculating cost to destination (2/3) cost is 8
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (2/5) cost is 8
Calculating cost to destination (4/3) cost is 6
Calculating cost to destination (5/2) cost is 4
Calculating cost to destination (6/3) cost is 2
Calculating cost to destination (1/0) cost is 10
Calculating cost to destination (3/0) cost is 8
Calculating cost to destination (2/1) cost is 8
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (4/3) cost is 6
Calculating cost to destination (4/5) cost is 6
Calculating cost to destination (4/1) cost is 6
Calculating cost to destination (5/0) cost is 6
Calculating cost to destination (6/1) cost is 4
Calculating cost to destination (5/2) cost is 4
Calculating cost to destination (0/5) cost is 10
Calculating cost to destination (1/4) cost is 10
Calculating cost to destination (2/5) cost is 8
Calculating cost to destination (1/6) cost is 8
found 21 valid attack positions, closest at (6/3) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (5/5) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/4) cost is 8
Calculating cost to destination (2/3) cost is 6
Calculating cost to destination (3/4) cost is 4
Calculating cost to destination (2/5) cost is 4
Calculating cost to destination (4/3) cost is 6
Calculating cost to destination (5/2) cost is 6
Calculating cost to destination (1/0) cost is 10
Calculating cost to destination (3/0) cost is 8
Calculating cost to destination (2/1) cost is 8
Calculating cost to destination (3/4) cost is 4
Calculating cost to destination (4/3) cost is 6
Calculating cost to destination (4/5) cost is 2
Calculating cost to destination (4/1) cost is 8
Calculating cost to destination (5/0) cost is 8
Calculating cost to destination (6/1) cost is 6
Calculating cost to destination (5/2) cost is 6
Calculating cost to destination (0/5) cost is 8
Calculating cost to destination (1/4) cost is 8
Calculating cost to destination (2/5) cost is 4
Calculating cost to destination (1/6) cost is 6
found 20 valid attack positions, closest at (4/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory08 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 9, original cost 6, effective cost 8, delta -2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/2) to (6/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (2/5) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/5) cost is 2
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (4/6) cost is 4
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (7/3) cost is 10
found 5 valid attack positions, closest at (3/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (3/0) to (6/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/5) cost is 12
Calculating cost to destination (4/6) cost is 10
Calculating cost to destination (5/5) cost is 12
Calculating cost to destination (7/3) cost is 8
found 4 valid attack positions, closest at (7/3) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Frija lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing battle effect fumble_weaponlost, started in battleround 1, duration 1, current round 3, so 2 < 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/4) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (2/5) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (4/6) cost is 4
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (7/3) cost is 10
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (7/7) cost is 8
Calculating cost to destination (8/8) cost is 10
Calculating cost to destination (7/9) cost is 10
found 8 valid attack positions, closest at (4/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/2) to (7/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/5) cost is 7
Calculating cost to destination (5/5) cost is 7
Calculating cost to destination (7/3) cost is 3
Calculating cost to destination (6/8) cost is 9
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (7/9) cost is 11
found 7 valid attack positions, closest at (7/3) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFrija: Removing battle effect fumble_weaponlost, started in battleround 2, duration 1, current round 4, so 3 < 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Frija: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/4) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(7/3) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/4) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/5) cost is 4
Calculating cost to destination (5/5) cost is 4
Calculating cost to destination (6/8) cost is 6
Calculating cost to destination (7/7) cost is 4
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (7/9) cost is 8
found 6 valid attack positions, closest at (7/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/3) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (7/9) cost is 10
found 5 valid attack positions, closest at (5/5) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/4) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/5) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/5) cost is 1
Calculating cost to destination (6/8) cost is 3
Calculating cost to destination (8/8) cost is 5
Calculating cost to destination (7/9) cost is 5
found 4 valid attack positions, closest at (5/5) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (3/6) to (3/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (7/9) cost is 10
found 3 valid attack positions, closest at (6/8) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/8) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/7) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/8) cost is 4
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (7/9) cost is 6
found 3 valid attack positions, closest at (6/8) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (4/8) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (7/9) cost is 5
found 2 valid attack positions, closest at (7/9) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpSkelett: Removing battle effect fumble_stumble, started in battleround 5, duration 1, current round 7, so 6 < 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Skelett: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Frija on Position 1Adding Char Berthold on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/3) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 8
found 1 valid attack positions, closest at (8/8) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/5) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 10
found 1 valid attack positions, closest at (8/8) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/6) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/5) to (8/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 6
found 1 valid attack positions, closest at (8/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/6) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 5
found 1 valid attack positions, closest at (8/8) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/6) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/6) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Tim on Position 1Adding Char Berthold on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/6) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Ilgar on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_11 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_10 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_5 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_12 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_6 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship18
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character B (UnityEngine.BoxCollider) (Character B), container Character B (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character B (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 1_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 1_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 1_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 1_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 1_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Setting Quest State qtotenschiff to 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_10 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_10 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_ship12 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship12 in Scene schiffdungeon_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/5) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(8/5) / Dist2 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(9/5) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/2) to (5/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 18
Calculating cost to destination (8/6) cost is 16
Calculating cost to destination (9/7) cost is 16
Calculating cost to destination (8/8) cost is 18
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (8/6) cost is 16
Calculating cost to destination (7/7) cost is 18
found 7 valid attack positions, closest at (6/6) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/6) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (8/6) cost is 1
Calculating cost to destination (9/7) cost is 3
Calculating cost to destination (8/8) cost is 5
Calculating cost to destination (6/6) cost is 15
Calculating cost to destination (8/6) cost is 1
Calculating cost to destination (7/7) cost is 7
found 7 valid attack positions, closest at (8/6) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/3) to (5/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 21
Calculating cost to destination (9/7) cost is 17
Calculating cost to destination (8/8) cost is 19
Calculating cost to destination (6/6) cost is 13
Calculating cost to destination (7/7) cost is 21
found 5 valid attack positions, closest at (6/6) (dist: 13), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (10/5) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (9/7) cost is 5
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (6/6) cost is 17
Calculating cost to destination (7/7) cost is 9
found 5 valid attack positions, closest at (9/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (9/6) to (9/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (9/7) cost is 2
Calculating cost to destination (8/8) cost is 4
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (7/7) cost is 6
found 5 valid attack positions, closest at (9/7) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (8/7)
Maximum Distance for approach is 5
Checking position (8/8) viable, distance 1, count 0
Checking position (9/8) viable, distance 2, count 0
Checking position (7/7) viable, distance 1, count 0
Checking position (7/8) viable, distance 2, count 2
Checking position (8/9) viable, distance 2, count 1
Checking position (9/9) viable, distance 3, count 2
Checking position (7/9) viable, distance 3, count 1
Checking position (10/9) viable, distance 4, count 0
Checking position (8/10) viable, distance 3, count 1
Checking position (9/10) viable, distance 4, count 2
Checking position (7/10) viable, distance 4, count 1
Checking position (10/10) viable, distance 5, count 1
Checking position (6/10) viable, distance 5, count 1
Checking position (11/10) viable, distance 6, count 0
Checking position (11/9) viable, distance 5, count 0
Checking position (8/11) viable, distance 4, count 2
Checking position (9/11) viable, distance 5, count 1
Checking position (7/11) viable, distance 5, count 1
Checking position (10/11) viable, distance 6, count 1
Checking position (6/11) viable, distance 6, count 1
Checking position (11/11) viable, distance 7, count 0
Checking position (5/9) viable, distance 7, count 1
Checking position (5/10) viable, distance 6, count 1
Checking position (5/11) viable, distance 7, count 2
Checking position (12/11) viable, distance 8, count 0
Checking position (12/10) viable, distance 7, count 0
Checking position (12/9) viable, distance 6, count 0
Checking position (5/8) viable, distance 8, count 1
Checking position (4/8) viable, distance 9, count 2
Checking position (4/9) viable, distance 8, count 2
Checking position (4/10) viable, distance 7, count 1
Checking position (4/11) viable, distance 8, count 1
Checking position (13/11) viable, distance 9, count 0
Checking position (13/10) viable, distance 8, count 0
Checking position (13/9) viable, distance 7, count 0
Checking position (13/8) viable, distance 8, count 1
Checking position (3/9) viable, distance 9, count 2
Checking position (3/10) viable, distance 8, count 2
Checking position (3/11) viable, distance 9, count 1
Checking position (14/10) viable, distance 9, count 0
Checking position (14/9) viable, distance 8, count 0
Checking position (14/8) viable, distance 9, count 2
found 27 viable fields
Top 1: Pos(7/8) / Dist 2 / Targets 2
Top 2: Pos(9/9) / Dist 3 / Targets 2
Top 3: Pos(9/10) / Dist 4 / Targets 2
Top 4: Pos(8/11) / Dist 4 / Targets 2
Top 5: Pos(8/9) / Dist 2 / Targets 1
Top 6: Pos(7/9) / Dist 3 / Targets 1
Top 7: Pos(8/10) / Dist 3 / Targets 1
Top 8: Pos(7/10) / Dist 4 / Targets 1
Top 9: Pos(9/11) / Dist 5 / Targets 1
Top 10: Pos(7/11) / Dist 5 / Targets 1
found at least one field to move to (7/8), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (7/8) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(8/6) / Dist2 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(9/7) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/6)
Maximum Distance for approach is 5
Checking position (7/7) viable, distance 1, count 2
Checking position (8/7) viable, distance 2, count 0
Checking position (6/5) viable, distance 2, count 0
Checking position (6/6) viable, distance 1, count 0
Checking position (8/8) viable, distance 3, count 1
Checking position (9/8) viable, distance 4, count 0
Checking position (5/4) viable, distance 4, count 1
Checking position (5/5) viable, distance 3, count 2
Checking position (5/6) viable, distance 2, count 2
Checking position (5/7) viable, distance 3, count 2
Checking position (8/9) viable, distance 4, count 2
Checking position (9/9) viable, distance 5, count 3
Checking position (7/9) viable, distance 5, count 1
Checking position (10/9) viable, distance 6, count 0
Checking position (5/3) viable, distance 5, count 0
Checking position (4/3) viable, distance 6, count 1
Checking position (4/4) viable, distance 5, count 2
Checking position (4/5) viable, distance 4, count 2
Checking position (4/6) viable, distance 3, count 3
Checking position (4/7) viable, distance 4, count 2
Checking position (5/8) viable, distance 4, count 1
Checking position (4/8) viable, distance 5, count 2
Checking position (8/10) viable, distance 5, count 2
Checking position (9/10) viable, distance 6, count 3
Checking position (7/10) viable, distance 6, count 1
Checking position (10/10) viable, distance 7, count 1
Checking position (6/10) viable, distance 7, count 1
Checking position (11/10) viable, distance 8, count 0
Checking position (11/9) viable, distance 7, count 0
Checking position (4/2) viable, distance 7, count 0
Checking position (3/2) viable, distance 8, count 2
Checking position (3/3) viable, distance 7, count 2
Checking position (3/4) viable, distance 6, count 3
Checking position (3/5) viable, distance 5, count 3
Checking position (3/6) viable, distance 4, count 3
Checking position (3/7) viable, distance 5, count 2
Checking position (3/8) viable, distance 6, count 2
Checking position (5/9) viable, distance 5, count 1
Checking position (4/9) viable, distance 6, count 2
Checking position (3/9) viable, distance 7, count 2
Checking position (8/11) viable, distance 6, count 3
Checking position (9/11) viable, distance 7, count 2
Checking position (7/11) viable, distance 7, count 2
Checking position (10/11) viable, distance 8, count 2
Checking position (6/11) viable, distance 8, count 1
Checking position (11/11) viable, distance 9, count 0
Checking position (5/10) viable, distance 6, count 1
Checking position (5/11) viable, distance 7, count 2
Checking position (12/10) viable, distance 9, count 0
Checking position (12/9) viable, distance 8, count 0
found 38 viable fields
Top 1: Pos(4/6) / Dist 3 / Targets 3
Top 2: Pos(3/6) / Dist 4 / Targets 3
Top 3: Pos(9/9) / Dist 5 / Targets 3
Top 4: Pos(3/5) / Dist 5 / Targets 3
Top 5: Pos(7/7) / Dist 1 / Targets 2
Top 6: Pos(5/6) / Dist 2 / Targets 2
Top 7: Pos(5/5) / Dist 3 / Targets 2
Top 8: Pos(5/7) / Dist 3 / Targets 2
Top 9: Pos(4/5) / Dist 4 / Targets 2
Top 10: Pos(4/7) / Dist 4 / Targets 2
found at least one field to move to (4/6), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (6/6) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/5) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(8/6) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(5/2) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(9/7) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/3) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (3/6) cost is 6
Calculating cost to destination (4/5) cost is 4
Calculating cost to destination (5/6) cost is 4
Calculating cost to destination (4/7) cost is 6
found 7 valid attack positions, closest at (4/5) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/6) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 2
Calculating cost to destination (8/8) cost is 4
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (3/6) cost is 7
Calculating cost to destination (5/6) cost is 3
Calculating cost to destination (4/7) cost is 5
found 6 valid attack positions, closest at (7/7) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/7) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/8) cost is 2
Calculating cost to destination (7/9) cost is 4
Calculating cost to destination (3/6) cost is 7
Calculating cost to destination (5/6) cost is 3
Calculating cost to destination (4/7) cost is 5
found 5 valid attack positions, closest at (8/8) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (9/8) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/9) cost is 4
Calculating cost to destination (3/6) cost is 9
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (4/7) cost is 7
found 4 valid attack positions, closest at (7/9) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/2) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/6) cost is 7
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (4/7) cost is 7
found 3 valid attack positions, closest at (5/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (9/6) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/6) cost is 11
Calculating cost to destination (4/7) cost is 13
found 2 valid attack positions, closest at (3/6) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpSkelett: Removing battle effect fumble_stumble, started in battleround 1, duration 1, current round 3, so 2 < 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Skelett: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Fireno on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (4/6)
Maximum Distance for approach is 5
Checking position (4/7) viable, distance 1, count 1
Checking position (5/7) viable, distance 2, count 0
Checking position (3/5) viable, distance 2, count 0
Checking position (3/6) viable, distance 1, count 0
Checking position (3/7) viable, distance 2, count 3
Checking position (4/8) viable, distance 2, count 1
Checking position (5/8) viable, distance 3, count 1
Checking position (3/8) viable, distance 3, count 1
Checking position (4/4) viable, distance 4, count 2
Checking position (3/4) viable, distance 3, count 1
Checking position (2/4) viable, distance 4, count 1
Checking position (2/5) viable, distance 3, count 1
Checking position (2/6) viable, distance 2, count 1
Checking position (2/7) viable, distance 3, count 1
Checking position (2/8) viable, distance 4, count 3
Checking position (4/9) viable, distance 3, count 1
Checking position (5/9) viable, distance 4, count 1
Checking position (3/9) viable, distance 4, count 1
Checking position (2/9) viable, distance 5, count 2
Checking position (5/5) viable, distance 6, count 2
Checking position (5/4) viable, distance 5, count 3
Checking position (5/3) viable, distance 6, count 3
Checking position (4/3) viable, distance 5, count 4
Checking position (3/3) viable, distance 4, count 3
Checking position (2/3) viable, distance 5, count 2
Checking position (1/3) viable, distance 6, count 2
Checking position (1/4) viable, distance 5, count 1
Checking position (1/5) viable, distance 4, count 1
Checking position (1/6) viable, distance 3, count 1
Checking position (1/7) viable, distance 4, count 1
Checking position (1/8) viable, distance 5, count 3
Checking position (1/9) viable, distance 6, count 2
Checking position (4/10) viable, distance 4, count 1
Checking position (5/10) viable, distance 5, count 2
Checking position (3/10) viable, distance 5, count 1
Checking position (6/10) viable, distance 6, count 0
Checking position (2/10) viable, distance 6, count 1
Checking position (1/10) viable, distance 7, count 2
Checking position (6/6) viable, distance 8, count 0
Checking position (6/5) viable, distance 7, count 2
Checking position (5/2) viable, distance 7, count 2
Checking position (4/2) viable, distance 6, count 4
Checking position (3/2) viable, distance 5, count 3
Checking position (2/2) viable, distance 6, count 3
Checking position (1/2) viable, distance 7, count 3
Checking position (0/2) viable, distance 8, count 2
Checking position (0/3) viable, distance 7, count 1
Checking position (0/4) viable, distance 6, count 1
Checking position (0/5) viable, distance 5, count 1
Checking position (0/6) viable, distance 4, count 1
found 45 viable fields
Top 1: Pos(4/3) / Dist 5 / Targets 4
Top 2: Pos(3/7) / Dist 2 / Targets 3
Top 3: Pos(2/8) / Dist 4 / Targets 3
Top 4: Pos(3/3) / Dist 4 / Targets 3
Top 5: Pos(3/2) / Dist 5 / Targets 3
Top 6: Pos(5/4) / Dist 5 / Targets 3
Top 7: Pos(1/8) / Dist 5 / Targets 3
Top 8: Pos(4/4) / Dist 4 / Targets 2
Top 9: Pos(2/9) / Dist 5 / Targets 2
Top 10: Pos(5/10) / Dist 5 / Targets 2
found at least one field to move to (4/3), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (3/5) to (4/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(4/5) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/6) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/6) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(7/7) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/8)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/6) unreachable
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (5/7) unreachable
Calculating cost to destination (8/9) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (7/5) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (3/5) unreachable
Calculating cost to destination (4/4) unreachable
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (4/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (9/8) unreachable
Calculating cost to destination (8/9) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/5) to (5/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 5
Calculating cost to destination (4/2) cost is 5
Calculating cost to destination (5/3) cost is 3
Calculating cost to destination (4/4) cost is 3
found 4 valid attack positions, closest at (5/3) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/4) to (4/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 3
Calculating cost to destination (4/2) cost is 5
Calculating cost to destination (4/4) cost is 1
found 3 valid attack positions, closest at (4/4) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/6) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 7
Calculating cost to destination (4/2) cost is 9
found 2 valid attack positions, closest at (3/3) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/8)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (5/2) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (8/9) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (4/6) unreachable
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (5/7) unreachable
Calculating cost to destination (3/4) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (9/8) unreachable
Calculating cost to destination (8/9) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/7) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/5) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 5
Calculating cost to destination (4/2) cost is 7
found 2 valid attack positions, closest at (3/3) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/7) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/8)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (5/2) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (8/9) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (3/5) unreachable
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (4/6) unreachable
Calculating cost to destination (3/4) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (9/8) unreachable
Calculating cost to destination (8/9) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (3/4) to (3/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 3
Calculating cost to destination (4/2) cost is 5
found 2 valid attack positions, closest at (3/3) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/7) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/6) to (7/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/2) cost is 10
found 1 valid attack positions, closest at (4/2) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/7) to (8/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/2) cost is 12
found 1 valid attack positions, closest at (4/2) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/8) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/2) cost is 14
found 1 valid attack positions, closest at (4/2) (dist: 14), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (4/3)
Maximum Distance for approach is 5
Checking position (5/2) viable, distance 2, count 1
Checking position (4/2) viable, distance 1, count 0
Checking position (3/2) viable, distance 2, count 1
Checking position (6/1) viable, distance 4, count 1
Checking position (5/1) viable, distance 3, count 3
Checking position (4/1) viable, distance 2, count 2
Checking position (3/1) viable, distance 3, count 2
Checking position (2/1) viable, distance 4, count 2
Checking position (2/2) viable, distance 3, count 0
Checking position (2/3) viable, distance 4, count 1
Checking position (7/1) viable, distance 5, count 1
Checking position (7/0) viable, distance 6, count 3
Checking position (6/0) viable, distance 5, count 3
Checking position (5/0) viable, distance 4, count 3
Checking position (4/0) viable, distance 3, count 3
Checking position (3/0) viable, distance 4, count 3
Checking position (2/0) viable, distance 5, count 2
Checking position (1/0) viable, distance 6, count 2
Checking position (1/1) viable, distance 5, count 2
Checking position (1/2) viable, distance 4, count 2
Checking position (1/3) viable, distance 5, count 3
Checking position (2/4) viable, distance 5, count 2
Checking position (3/4) viable, distance 6, count 1
Checking position (1/4) viable, distance 6, count 3
Checking position (8/2) viable, distance 7, count 1
Checking position (8/1) viable, distance 6, count 1
Checking position (8/0) viable, distance 7, count 3
Checking position (0/0) viable, distance 7, count 3
Checking position (0/1) viable, distance 6, count 2
Checking position (0/2) viable, distance 5, count 2
Checking position (0/3) viable, distance 6, count 3
Checking position (0/4) viable, distance 7, count 3
Checking position (2/5) viable, distance 6, count 3
Checking position (3/5) viable, distance 7, count 2
Checking position (1/5) viable, distance 7, count 3
Checking position (4/5) viable, distance 8, count 0
Checking position (0/5) viable, distance 8, count 3
Checking position (9/3) viable, distance 9, count 1
Checking position (9/2) viable, distance 8, count 1
Checking position (9/1) viable, distance 7, count 3
Checking position (9/0) viable, distance 8, count 3
Checking position (2/6) viable, distance 7, count 3
Checking position (3/6) viable, distance 8, count 3
Checking position (1/6) viable, distance 8, count 3
Checking position (4/6) viable, distance 9, count 4
Checking position (0/6) viable, distance 9, count 3
Checking position (10/2) viable, distance 9, count 3
Checking position (10/1) viable, distance 8, count 2
Checking position (10/0) viable, distance 9, count 2
Checking position (2/7) viable, distance 8, count 3
found 47 viable fields
Top 1: Pos(5/1) / Dist 3 / Targets 3
Top 2: Pos(4/0) / Dist 3 / Targets 3
Top 3: Pos(5/0) / Dist 4 / Targets 3
Top 4: Pos(3/0) / Dist 4 / Targets 3
Top 5: Pos(1/3) / Dist 5 / Targets 3
Top 6: Pos(6/0) / Dist 5 / Targets 3
Top 7: Pos(4/1) / Dist 2 / Targets 2
Top 8: Pos(3/1) / Dist 3 / Targets 2
Top 9: Pos(1/2) / Dist 4 / Targets 2
Top 10: Pos(2/1) / Dist 4 / Targets 2
found at least one field to move to (5/1), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (4/2) to (5/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(3/3) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(7/2) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(5/3) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(4/4) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/2) to (6/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/1) cost is 8
Calculating cost to destination (5/0) cost is 6
Calculating cost to destination (6/1) cost is 4
Calculating cost to destination (5/2) cost is 10
found 4 valid attack positions, closest at (6/1) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/2) to (5/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/1) cost is 3
Calculating cost to destination (5/0) cost is 5
Calculating cost to destination (5/2) cost is 1
found 3 valid attack positions, closest at (5/2) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (3/2) to (4/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/1) cost is 3
Calculating cost to destination (5/0) cost is 5
found 2 valid attack positions, closest at (4/1) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/1) to (5/0), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/0) cost is 4
found 1 valid attack positions, closest at (5/0) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpIlgar: Removing battle effect fumble_stumble, started in battleround 6, duration 1, current round 8, so 7 < 8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Ilgar: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (5/1)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/2) unreachable
Calculating cost to destination (5/3) unreachable
Calculating cost to destination (4/6) unreachable
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (5/7) unreachable
Calculating cost to destination (4/0) unreachable
Calculating cost to destination (6/0) unreachable
Calculating cost to destination (3/1) unreachable
Calculating cost to destination (4/0) unreachable
Calculating cost to destination (4/2) unreachable
Calculating cost to destination (3/4) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (6/0) unreachable
Calculating cost to destination (7/1) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_11 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_5 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_12 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_6 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing battle effect fumble_selfhurthard, not in battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect fumble_selfhurthard
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_53 (UnityEngine.BoxCollider) (item_53), container 
container is null, itemdrop item: item_53 (CraftyDDItem)
itemdrop container: et_chest (item_53)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_chest (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory13 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character B (UnityEngine.BoxCollider) (Character B), container Character B (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character B (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory10 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character B (UnityEngine.BoxCollider) (Character B), container Character B (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character B (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_right (UnityEngine.BoxCollider) (et_right), container et_right (CraftyDDContainer)
Autoequip container et_chest

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_chest (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory15 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_53 (UnityEngine.BoxCollider) (item_53), container 
container is null, itemdrop item: item_53 (CraftyDDItem)
itemdrop container: et_chest (item_53)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_chest (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory15 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_chest

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_chest (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory17 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_chest

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_chest (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory08 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character B (UnityEngine.BoxCollider) (Character B), container Character B (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character B (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character B (UnityEngine.BoxCollider) (Character B), container Character B (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character B (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Chest too far with 28.28358 sqr
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_7 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_deadguy )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_ship19 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship19 in Scene schiffdungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
zweihaender count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass stichwaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Skelett on Position 1Adding Char Mumie on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (11/9) to (9/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/9) cost is 12
Calculating cost to destination (3/8) cost is 14
Calculating cost to destination (3/10) cost is 10
Calculating cost to destination (4/8) cost is 15
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (2/7) cost is 14
Calculating cost to destination (3/6) cost is 12
Calculating cost to destination (3/8) cost is 14
Calculating cost to destination (4/8) cost is 15
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (5/6) cost is 10
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (4/6) cost is 11
Calculating cost to destination (4/8) cost is 15
found 16 valid attack positions, closest at (5/9) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (9/8) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/9) cost is 11
Calculating cost to destination (3/8) cost is 13
Calculating cost to destination (3/10) cost is 9
Calculating cost to destination (4/8) cost is 14
Calculating cost to destination (5/9) cost is 6
Calculating cost to destination (4/10) cost is 8
Calculating cost to destination (2/7) cost is 11
Calculating cost to destination (3/6) cost is 9
Calculating cost to destination (3/8) cost is 13
Calculating cost to destination (4/8) cost is 14
Calculating cost to destination (6/8) cost is 4
Calculating cost to destination (5/9) cost is 6
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (6/7) cost is 5
Calculating cost to destination (4/6) cost is 8
Calculating cost to destination (4/8) cost is 14
found 16 valid attack positions, closest at (6/8) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (10/8) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/9) cost is 12
Calculating cost to destination (3/8) cost is 14
Calculating cost to destination (3/10) cost is 10
Calculating cost to destination (4/8) cost is 15
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (2/7) cost is 12
Calculating cost to destination (3/6) cost is 10
Calculating cost to destination (3/8) cost is 14
Calculating cost to destination (4/8) cost is 15
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (5/6) cost is 8
Calculating cost to destination (6/7) cost is 6
Calculating cost to destination (4/6) cost is 9
Calculating cost to destination (4/8) cost is 15
found 15 valid attack positions, closest at (6/7) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (3/10) to (3/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 27, original cost 6, effective cost 13, delta -7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Frija on Position 1Adding Char Berthold on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (5/6) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (8/9) cost is 8
Calculating cost to destination (9/8) cost is 8
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (9/10) cost is 10
found 7 valid attack positions, closest at (6/6) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (5/9) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (6/8) cost is 3
Calculating cost to destination (8/9) cost is 4
Calculating cost to destination (9/8) cost is 6
Calculating cost to destination (10/9) cost is 8
Calculating cost to destination (9/10) cost is 6
found 6 valid attack positions, closest at (6/8) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/9) to (8/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (8/9) cost is 4
Calculating cost to destination (9/8) cost is 6
Calculating cost to destination (10/9) cost is 8
Calculating cost to destination (9/10) cost is 6
found 5 valid attack positions, closest at (8/9) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (4/7) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 8
Calculating cost to destination (9/8) cost is 9
Calculating cost to destination (10/9) cost is 11
Calculating cost to destination (9/10) cost is 9
found 4 valid attack positions, closest at (7/7) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Zombie on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (6/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (9/8) cost is 6
Calculating cost to destination (10/9) cost is 8
Calculating cost to destination (9/10) cost is 6
found 4 valid attack positions, closest at (7/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/10) to (8/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (9/8) cost is 8
Calculating cost to destination (10/9) cost is 8
Calculating cost to destination (9/10) cost is 6
found 4 valid attack positions, closest at (9/10) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Zombie on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/10) to (9/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 4
Calculating cost to destination (9/8) cost is 5
Calculating cost to destination (10/9) cost is 3
Calculating cost to destination (9/10) cost is 1
found 4 valid attack positions, closest at (9/10) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/8) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/7) cost is 3
Calculating cost to destination (9/8) cost is 4
Calculating cost to destination (10/9) cost is 6
found 3 valid attack positions, closest at (7/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Zombie on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing battle effect fumble_falldown, started in battleround 4, duration 1, current round 6, so 5 < 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Ilgar on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/8) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/8) cost is 7
Calculating cost to destination (10/9) cost is 9
found 2 valid attack positions, closest at (9/8) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/7) to (9/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/8) cost is 3
Calculating cost to destination (10/9) cost is 5
found 2 valid attack positions, closest at (9/8) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/6) to (9/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/9) cost is 7
found 1 valid attack positions, closest at (10/9) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/8) to (8/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/9) cost is 9
found 1 valid attack positions, closest at (10/9) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumblerDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumblerDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpBerthold: Removing battle effect fumble_stumble, started in battleround 6, duration 1, current round 8, so 7 < 8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Berthold: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_11 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_5 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_12 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_6 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship19
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_3 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_13 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 1_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestOpened( 1_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 1_2 ) Invalid Operation: System.InvalidOperationException: 'chestOpened' is not a function.

  at Jurassic.ScriptEngine.CallGlobalFunction (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at Jurassic.ScriptEngine.CallGlobalFunction[Boolean] (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at LocationView.enginereturn[Boolean] (System.String funcname, System.Object[] param) [0x00000] in <filename unknown>:0 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_ship14 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship14 in Scene schiffdungeon_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
speere count is zero, falling back to zauberstaebe
zauberstaebe count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass aexte
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass zweihaender
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (6/8) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/1) cost is 13
Calculating cost to destination (2/0) cost is 15
Calculating cost to destination (3/1) cost is 13
Calculating cost to destination (2/2) cost is 11
Calculating cost to destination (4/4) cost is 7
Calculating cost to destination (5/5) cost is 5
Calculating cost to destination (2/3) cost is 10
Calculating cost to destination (4/3) cost is 8
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (2/2) cost is 11
Calculating cost to destination (3/1) cost is 13
Calculating cost to destination (4/3) cost is 8
Calculating cost to destination (5/2) cost is 10
Calculating cost to destination (6/3) cost is 8
Calculating cost to destination (4/1) cost is 12
Calculating cost to destination (5/2) cost is 10
Calculating cost to destination (4/3) cost is 8
found 17 valid attack positions, closest at (5/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (9/7) to (6/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/1) cost is 15
Calculating cost to destination (2/0) cost is 15
Calculating cost to destination (3/1) cost is 13
Calculating cost to destination (2/2) cost is 13
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (2/3) cost is 12
Calculating cost to destination (4/3) cost is 10
Calculating cost to destination (3/4) cost is 10
Calculating cost to destination (2/2) cost is 13
Calculating cost to destination (3/1) cost is 13
Calculating cost to destination (4/3) cost is 10
Calculating cost to destination (5/2) cost is 10
Calculating cost to destination (6/3) cost is 8
Calculating cost to destination (4/1) cost is 12
Calculating cost to destination (5/2) cost is 10
Calculating cost to destination (4/3) cost is 10
found 16 valid attack positions, closest at (6/3) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/4) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (8/9) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/1) cost is 16
Calculating cost to destination (2/0) cost is 16
Calculating cost to destination (3/1) cost is 14
Calculating cost to destination (2/2) cost is 14
Calculating cost to destination (4/4) cost is 10
Calculating cost to destination (2/3) cost is 13
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (3/4) cost is 11
Calculating cost to destination (2/2) cost is 14
Calculating cost to destination (3/1) cost is 14
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (4/1) cost is 13
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (4/3) cost is 11
found 15 valid attack positions, closest at (4/4) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (6/9) to (4/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (1/1) cost is 14
Calculating cost to destination (2/0) cost is 16
Calculating cost to destination (3/1) cost is 14
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (2/3) cost is 11
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (3/1) cost is 14
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (4/1) cost is 13
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (4/3) cost is 9
found 15 valid attack positions, closest at (4/4) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 14, original cost 6, effective cost 13, delta -7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Fireno on Position 1Adding Char Berthold on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell kraehenruf doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

every Crow attacks:
Crow 1, Normal AT, doing 0 Damage
Crow 2, Normal AT, doing 3 Damage
Crow 3, Normal AT, doing 4 Damage
Crow 4, Normal AT, doing 4 Damage
Crow 5, Attack missed (16)
Crow 6, Normal AT, doing 1 Damage
Crow 7, Normal AT, doing 3 Damage
Crow 8, Normal AT, doing 2 Damage
Crow 9, Attack missed (16)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current 22, original cost 11, effective cost 11, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (1/2) to (1/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 7, original cost 6, effective cost 16, delta -10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/1) to (6/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/6) cost is 7
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (4/5) cost is 6
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (8/6) cost is 11
Calculating cost to destination (9/7) cost is 13
Calculating cost to destination (8/8) cost is 13
Calculating cost to destination (6/2) cost is 5
Calculating cost to destination (7/3) cost is 7
found 10 valid attack positions, closest at (6/2) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (4/3) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/6) cost is 4
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (4/5) cost is 3
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (7/7) cost is 10
Calculating cost to destination (8/6) cost is 10
Calculating cost to destination (9/7) cost is 12
Calculating cost to destination (8/8) cost is 10
Calculating cost to destination (7/3) cost is 6
found 9 valid attack positions, closest at (4/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Mumie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/4) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (4/6) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 9
Calculating cost to destination (1/1) cost is 9
Calculating cost to destination (2/2) cost is 7
Calculating cost to destination (1/3) cost is 7
Calculating cost to destination (4/4) cost is 5
Calculating cost to destination (2/3) cost is 6
Calculating cost to destination (3/2) cost is 8
Calculating cost to destination (4/3) cost is 6
Calculating cost to destination (3/4) cost is 4
Calculating cost to destination (5/2) cost is 8
Calculating cost to destination (6/1) cost is 8
Calculating cost to destination (7/2) cost is 6
Calculating cost to destination (4/3) cost is 6
Calculating cost to destination (5/2) cost is 8
Calculating cost to destination (3/5) cost is 3
Calculating cost to destination (4/4) cost is 5
Calculating cost to destination (4/6) cost is 1
found 17 valid attack positions, closest at (4/6) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (3/4) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/6) cost is 3
Calculating cost to destination (5/6) cost is 13
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (6/5) cost is 11
Calculating cost to destination (5/6) cost is 13
Calculating cost to destination (7/7) cost is 12
Calculating cost to destination (8/6) cost is 12
Calculating cost to destination (9/7) cost is 14
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (7/3) cost is 8
found 10 valid attack positions, closest at (3/6) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (2/2) to (5/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/6) cost is 14
Calculating cost to destination (4/7) cost is 10
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (5/6) cost is 14
Calculating cost to destination (7/7) cost is 13
Calculating cost to destination (8/6) cost is 13
Calculating cost to destination (9/7) cost is 15
Calculating cost to destination (8/8) cost is 13
Calculating cost to destination (7/3) cost is 9
found 9 valid attack positions, closest at (7/3) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Skelett on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/4) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(4/5) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/1) to (7/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/6) cost is 10
Calculating cost to destination (4/7) cost is 12
Calculating cost to destination (6/5) cost is 8
Calculating cost to destination (5/6) cost is 10
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (8/8) cost is 11
found 8 valid attack positions, closest at (6/5) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/4) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(4/5) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(7/3) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(6/2) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/4) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (6/5) cost is 3
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (7/7) cost is 4
Calculating cost to destination (8/6) cost is 4
Calculating cost to destination (9/7) cost is 6
Calculating cost to destination (8/8) cost is 6
found 8 valid attack positions, closest at (6/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/3) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (4/7) cost is 11
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (8/6) cost is 6
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (8/8) cost is 8
found 7 valid attack positions, closest at (7/7) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/2) to (9/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/6) cost is 11
Calculating cost to destination (4/7) cost is 13
Calculating cost to destination (7/7) cost is 10
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (8/8) cost is 10
found 6 valid attack positions, closest at (8/6) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Mumie on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/5) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(9/4) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(4/5) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/6) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/6) cost is 2
Calculating cost to destination (4/7) cost is 6
Calculating cost to destination (7/7) cost is 3
Calculating cost to destination (8/6) cost is 3
Calculating cost to destination (9/7) cost is 5
Calculating cost to destination (8/8) cost is 5
found 6 valid attack positions, closest at (5/6) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/5) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (7/7) cost is 3
Calculating cost to destination (8/6) cost is 3
Calculating cost to destination (9/7) cost is 5
Calculating cost to destination (8/8) cost is 5
found 5 valid attack positions, closest at (8/6) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (9/5) to (9/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 10
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (9/7) cost is 3
Calculating cost to destination (8/8) cost is 5
found 4 valid attack positions, closest at (9/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (5/5) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (8/8) cost is 7
found 3 valid attack positions, closest at (7/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Mumie on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(6/6) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/7) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (7/7) cost is 2
Calculating cost to destination (8/8) cost is 4
found 3 valid attack positions, closest at (7/7) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Mumie on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (8/7)
Maximum Distance for approach is 5
Checking position (8/8) viable, distance 1, count 0
Checking position (9/8) viable, distance 2, count 1
Checking position (7/8) viable, distance 2, count 2
Checking position (8/9) viable, distance 2, count 3
Checking position (9/9) viable, distance 3, count 3
Checking position (7/9) viable, distance 3, count 4
Checking position (10/9) viable, distance 4, count 2
Checking position (10/8) viable, distance 3, count 0
Checking position (10/7) viable, distance 4, count 0
Checking position (6/7) viable, distance 4, count 0
Checking position (6/8) viable, distance 3, count 1
Checking position (6/9) viable, distance 4, count 3
Checking position (8/10) viable, distance 3, count 4
Checking position (9/10) viable, distance 4, count 3
Checking position (7/10) viable, distance 4, count 4
Checking position (10/10) viable, distance 5, count 3
Checking position (6/10) viable, distance 5, count 3
Checking position (11/10) viable, distance 6, count 2
Checking position (11/9) viable, distance 5, count 2
Checking position (11/8) viable, distance 4, count 1
Checking position (11/7) viable, distance 5, count 2
Checking position (11/6) viable, distance 6, count 2
Checking position (10/6) viable, distance 5, count 1
Checking position (9/6) viable, distance 6, count 0
Checking position (7/6) viable, distance 6, count 2
Checking position (6/6) viable, distance 5, count 1
Checking position (5/8) viable, distance 4, count 2
Checking position (5/9) viable, distance 5, count 3
Checking position (5/10) viable, distance 6, count 3
Checking position (8/11) viable, distance 4, count 4
Checking position (9/11) viable, distance 5, count 4
Checking position (7/11) viable, distance 5, count 3
Checking position (10/11) viable, distance 6, count 3
Checking position (6/11) viable, distance 6, count 3
Checking position (11/11) viable, distance 7, count 3
Checking position (5/11) viable, distance 7, count 2
Checking position (11/5) viable, distance 7, count 4
Checking position (10/5) viable, distance 6, count 4
Checking position (9/5) viable, distance 7, count 3
Checking position (8/5) viable, distance 8, count 2
Checking position (7/5) viable, distance 7, count 3
Checking position (6/5) viable, distance 6, count 3
Checking position (5/5) viable, distance 7, count 2
Checking position (4/7) viable, distance 6, count 0
Checking position (4/8) viable, distance 5, count 3
Checking position (4/9) viable, distance 6, count 1
Checking position (4/10) viable, distance 7, count 2
Checking position (4/11) viable, distance 8, count 2
Checking position (11/4) viable, distance 8, count 2
Checking position (9/4) viable, distance 8, count 2
found 44 viable fields
Top 1: Pos(7/9) / Dist 3 / Targets 4
Top 2: Pos(8/10) / Dist 3 / Targets 4
Top 3: Pos(8/11) / Dist 4 / Targets 4
Top 4: Pos(7/10) / Dist 4 / Targets 4
Top 5: Pos(9/11) / Dist 5 / Targets 4
Top 6: Pos(8/9) / Dist 2 / Targets 3
Top 7: Pos(9/9) / Dist 3 / Targets 3
Top 8: Pos(9/10) / Dist 4 / Targets 3
Top 9: Pos(6/9) / Dist 4 / Targets 3
Top 10: Pos(6/10) / Dist 5 / Targets 3
found at least one field to move to (7/9), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (8/8) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(9/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 3: Pos(5/6) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(8/6) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 5: Pos(3/6) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Berthold on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (8/7) to (8/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/9) cost is 5
Calculating cost to destination (7/8) cost is 3
Calculating cost to destination (8/9) cost is 3
Calculating cost to destination (7/10) cost is 5
found 4 valid attack positions, closest at (8/9) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/7) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/9) cost is 5
Calculating cost to destination (7/8) cost is 3
Calculating cost to destination (7/10) cost is 5
found 3 valid attack positions, closest at (7/8) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (4/7) to (4/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (7/10) cost is 8
found 2 valid attack positions, closest at (6/9) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (5/5) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (7/10) cost is 8
found 2 valid attack positions, closest at (6/9) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/8) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/9) cost is 9
Calculating cost to destination (7/10) cost is 7
found 2 valid attack positions, closest at (7/10) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/9)
Maximum Distance for approach is 5
Checking position (7/10) viable, distance 1, count 1
Checking position (8/10) viable, distance 2, count 0
Checking position (6/9) viable, distance 1, count 1
Checking position (6/10) viable, distance 2, count 4
Checking position (7/11) viable, distance 2, count 3
Checking position (8/11) viable, distance 3, count 2
Checking position (6/11) viable, distance 3, count 3
Checking position (9/11) viable, distance 4, count 1
Checking position (9/10) viable, distance 3, count 1
Checking position (9/9) viable, distance 4, count 0
Checking position (5/8) viable, distance 3, count 0
Checking position (5/9) viable, distance 2, count 2
Checking position (5/10) viable, distance 3, count 3
Checking position (5/11) viable, distance 4, count 4
Checking position (10/11) viable, distance 5, count 2
Checking position (10/10) viable, distance 4, count 2
Checking position (10/9) viable, distance 5, count 2
Checking position (10/8) viable, distance 6, count 3
Checking position (9/8) viable, distance 5, count 0
Checking position (4/8) viable, distance 4, count 1
Checking position (4/9) viable, distance 3, count 2
Checking position (4/10) viable, distance 4, count 3
Checking position (4/11) viable, distance 5, count 4
Checking position (11/11) viable, distance 6, count 2
Checking position (11/10) viable, distance 5, count 2
Checking position (11/9) viable, distance 6, count 2
Checking position (11/8) viable, distance 7, count 3
Checking position (11/7) viable, distance 8, count 3
Checking position (10/7) viable, distance 7, count 3
Checking position (9/7) viable, distance 6, count 3
Checking position (8/7) viable, distance 7, count 2
Checking position (3/8) viable, distance 5, count 1
Checking position (3/9) viable, distance 4, count 2
Checking position (3/10) viable, distance 5, count 3
Checking position (3/11) viable, distance 6, count 3
Checking position (11/6) viable, distance 9, count 4
Checking position (10/6) viable, distance 8, count 5
Checking position (9/6) viable, distance 7, count 4
Checking position (8/6) viable, distance 8, count 4
Checking position (7/6) viable, distance 9, count 4
Checking position (7/7) viable, distance 8, count 1
Checking position (2/7) viable, distance 7, count 0
Checking position (2/8) viable, distance 6, count 2
Checking position (2/9) viable, distance 5, count 2
Checking position (2/10) viable, distance 6, count 2
Checking position (2/11) viable, distance 7, count 3
Checking position (10/5) viable, distance 9, count 5
Checking position (9/5) viable, distance 8, count 4
Checking position (8/5) viable, distance 9, count 4
Checking position (3/6) viable, distance 9, count 1
found 45 viable fields
Top 1: Pos(6/10) / Dist 2 / Targets 4
Top 2: Pos(5/11) / Dist 4 / Targets 4
Top 3: Pos(4/11) / Dist 5 / Targets 4
Top 4: Pos(7/11) / Dist 2 / Targets 3
Top 5: Pos(6/11) / Dist 3 / Targets 3
Top 6: Pos(5/10) / Dist 3 / Targets 3
Top 7: Pos(4/10) / Dist 4 / Targets 3
Top 8: Pos(3/10) / Dist 5 / Targets 3
Top 9: Pos(5/9) / Dist 2 / Targets 2
Top 10: Pos(4/9) / Dist 3 / Targets 2
found at least one field to move to (6/10), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (6/10) to (6/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(8/9) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist2 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(7/8) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(8/8) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 5: Pos(4/7) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/8) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 4
Calculating cost to destination (6/9) cost is 4
Calculating cost to destination (7/10) cost is 6
Calculating cost to destination (6/11) cost is 6
found 4 valid attack positions, closest at (6/9) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 3
Calculating cost to destination (6/9) cost is 1
Calculating cost to destination (7/10) cost is 3
Calculating cost to destination (6/11) cost is 5
found 4 valid attack positions, closest at (6/9) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/7) to (4/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 6
Calculating cost to destination (7/10) cost is 10
Calculating cost to destination (6/11) cost is 8
found 3 valid attack positions, closest at (5/10) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/9) to (7/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 6
Calculating cost to destination (7/10) cost is 2
Calculating cost to destination (6/11) cost is 4
found 3 valid attack positions, closest at (7/10) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (8/10) to (7/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 6
Calculating cost to destination (6/11) cost is 4
found 2 valid attack positions, closest at (6/11) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/8) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 13
Calculating cost to destination (6/11) cost is 15
found 2 valid attack positions, closest at (5/10) (dist: 13), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/10) to (5/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 2
Calculating cost to destination (6/11) cost is 4
found 2 valid attack positions, closest at (5/10) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Skelett lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Tim on Position 1Adding Char Berthold on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/11) to (6/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/11) cost is 1
found 1 valid attack positions, closest at (6/11) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/10)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/10) unreachable
Calculating cost to destination (5/9) unreachable
Calculating cost to destination (5/11) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (4/8) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (5/9) unreachable
Calculating cost to destination (7/9) unreachable
Calculating cost to destination (8/10) unreachable
Calculating cost to destination (7/11) unreachable
Calculating cost to destination (5/11) unreachable
Calculating cost to destination (7/11) unreachable
Calculating cost to destination (5/9) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (7/9) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpSkelett: Removing battle effect fumble_weaponlost, started in battleround 9, duration 1, current round 11, so 10 < 11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Skelett: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Berthold on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Berthold on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_11 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_5 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_12 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_6 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_14 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_11 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_12 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestOpened( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 1_1 ) Invalid Operation: System.InvalidOperationException: 'chestOpened' is not a function.

  at Jurassic.ScriptEngine.CallGlobalFunction (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at Jurassic.ScriptEngine.CallGlobalFunction[Boolean] (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at LocationView.enginereturn[Boolean] (System.String funcname, System.Object[] param) [0x00000] in <filename unknown>:0 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_ship17 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship17 in Scene schiffdungeon_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
speere count is zero, falling back to zauberstaebe
zauberstaebe count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Fireno on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (9/6) to (9/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/3) cost is 5
Calculating cost to destination (9/4) cost is 3
Calculating cost to destination (9/4) cost is 3
Calculating cost to destination (10/5) cost is 3
Calculating cost to destination (10/2) cost is 10
Calculating cost to destination (11/1) cost is 10
Calculating cost to destination (12/2) cost is 8
Calculating cost to destination (11/3) cost is 8
Calculating cost to destination (11/3) cost is 8
Calculating cost to destination (12/4) cost is 6
Calculating cost to destination (11/5) cost is 4
Calculating cost to destination (8/2) cost is 6
Calculating cost to destination (9/1) cost is 8
Calculating cost to destination (10/2) cost is 10
Calculating cost to destination (10/2) cost is 10
Calculating cost to destination (11/3) cost is 8
found 16 valid attack positions, closest at (9/4) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (9/7) to (10/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/3) cost is 6
Calculating cost to destination (10/5) cost is 4
Calculating cost to destination (10/2) cost is 11
Calculating cost to destination (11/1) cost is 11
Calculating cost to destination (12/2) cost is 9
Calculating cost to destination (11/3) cost is 9
Calculating cost to destination (11/3) cost is 9
Calculating cost to destination (12/4) cost is 7
Calculating cost to destination (11/5) cost is 5
Calculating cost to destination (8/2) cost is 7
Calculating cost to destination (9/1) cost is 9
Calculating cost to destination (10/2) cost is 11
Calculating cost to destination (10/2) cost is 11
Calculating cost to destination (11/3) cost is 9
found 14 valid attack positions, closest at (10/5) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (11/3) to (11/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 7
Calculating cost to destination (9/5) cost is 9
Calculating cost to destination (9/5) cost is 9
Calculating cost to destination (11/5) cost is 5
Calculating cost to destination (10/6) cost is 7
found 5 valid attack positions, closest at (11/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (8/3) to (8/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 3
Calculating cost to destination (9/5) cost is 5
Calculating cost to destination (9/5) cost is 5
Calculating cost to destination (10/6) cost is 7
found 4 valid attack positions, closest at (8/4) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (11/3) to (12/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 9
Calculating cost to destination (9/5) cost is 9
Calculating cost to destination (10/6) cost is 7
found 3 valid attack positions, closest at (10/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (12/3) to (13/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 11
Calculating cost to destination (9/5) cost is 11
Calculating cost to destination (10/6) cost is 9
found 3 valid attack positions, closest at (10/6) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Zombie on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/4) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 2
Calculating cost to destination (10/6) cost is 4
found 2 valid attack positions, closest at (9/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (12/5) to (11/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/6) cost is 4
found 1 valid attack positions, closest at (10/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (13/5) to (11/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/6) cost is 7
found 1 valid attack positions, closest at (10/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (8/5) to (9/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/6) cost is 4
found 1 valid attack positions, closest at (10/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (10/6) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/6) cost is 1
found 1 valid attack positions, closest at (10/6) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing battle effect fumble_falldown, started in battleround 4, duration 1, current round 6, so 5 < 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_5 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_6 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship17
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_5 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_5 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 1_3 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 1_3 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestOpened( 1_3 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 1_3 ) Invalid Operation: System.InvalidOperationException: 'chestOpened' is not a function.

  at Jurassic.ScriptEngine.CallGlobalFunction (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at Jurassic.ScriptEngine.CallGlobalFunction[Boolean] (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at LocationView.enginereturn[Boolean] (System.String funcname, System.Object[] param) [0x00000] in <filename unknown>:0 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_6 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_3 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 2_stairup, Moving to coordinates (56.6, 1.0, 20.7)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 28, original cost 4, effective cost 4, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 2, original cost 8, effective cost 8, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 2_3 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_ship23a )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship23a in Scene schiffdungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Zombie on Position 1Adding Char Zombie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (10/8) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/8) cost is 6
Calculating cost to destination (3/9) cost is 12
Calculating cost to destination (4/10) cost is 10
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (5/10) cost is 9
Calculating cost to destination (3/8) cost is 13
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (2/7) cost is 11
Calculating cost to destination (3/6) cost is 9
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (3/8) cost is 13
found 14 valid attack positions, closest at (6/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (11/9) to (9/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/9) cost is 11
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (3/8) cost is 12
Calculating cost to destination (4/7) cost is 12
Calculating cost to destination (4/7) cost is 12
Calculating cost to destination (5/6) cost is 10
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (2/7) cost is 14
Calculating cost to destination (3/6) cost is 12
Calculating cost to destination (4/7) cost is 12
Calculating cost to destination (3/8) cost is 12
found 13 valid attack positions, closest at (6/9) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Fireno is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (11/7) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/9) cost is 13
Calculating cost to destination (4/10) cost is 11
Calculating cost to destination (6/9) cost is 8
Calculating cost to destination (5/10) cost is 10
Calculating cost to destination (3/8) cost is 14
Calculating cost to destination (4/7) cost is 10
Calculating cost to destination (4/7) cost is 10
Calculating cost to destination (5/6) cost is 8
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (2/7) cost is 12
Calculating cost to destination (3/6) cost is 10
Calculating cost to destination (4/7) cost is 10
Calculating cost to destination (3/8) cost is 14
found 13 valid attack positions, closest at (6/7) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (9/7) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/9) cost is 11
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (3/8) cost is 12
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (2/7) cost is 10
Calculating cost to destination (3/6) cost is 8
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (3/8) cost is 12
found 13 valid attack positions, closest at (6/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (3/8) to (5/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell kraehenruf doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

NotSupportedException: Text choices unset
  at ContextAction.displayChoice (System.String[] texts, System.String[] tooltips, .callback result) [0x00000] in <filename unknown>:0 

  at ContextAction.show (System.String[] texts, System.String[] tooltips, .callback result) [0x00000] in <filename unknown>:0 

  at BattleController.OnCharacterClick (.BattleCharBehaviour bcb) [0x00000] in <filename unknown>:0 

  at BattleCharBehaviour.OnClick () [0x00000] in <filename unknown>:0 
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:Update()
 
(Filename:  Line: -1)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 0, original cost 6, effective cost 7, delta -1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (4/10) to (5/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 8
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (9/10) cost is 8
Calculating cost to destination (9/6) cost is 10
Calculating cost to destination (10/5) cost is 12
Calculating cost to destination (11/6) cost is 14
Calculating cost to destination (10/7) cost is 12
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (7/7) cost is 9
found 12 valid attack positions, closest at (6/9) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/7) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (9/8) cost is 9
Calculating cost to destination (10/9) cost is 11
Calculating cost to destination (9/10) cost is 11
Calculating cost to destination (9/6) cost is 7
Calculating cost to destination (10/5) cost is 9
Calculating cost to destination (11/6) cost is 11
Calculating cost to destination (10/7) cost is 9
Calculating cost to destination (7/8) cost is 7
Calculating cost to destination (6/9) cost is 9
Calculating cost to destination (6/6) cost is 4
Calculating cost to destination (7/7) cost is 6
found 12 valid attack positions, closest at (6/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Zombie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (9/6) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/8) cost is 10
Calculating cost to destination (4/11) cost is 13
Calculating cost to destination (6/11) cost is 9
Calculating cost to destination (4/9) cost is 11
Calculating cost to destination (6/9) cost is 7
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (7/6) cost is 3
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (4/10) cost is 12
Calculating cost to destination (6/10) cost is 8
found 12 valid attack positions, closest at (7/6) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (8/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/8) cost is 12
Calculating cost to destination (4/11) cost is 15
Calculating cost to destination (6/11) cost is 5
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (6/9) cost is 3
Calculating cost to destination (5/6) cost is 9
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (4/7) cost is 11
Calculating cost to destination (5/6) cost is 9
Calculating cost to destination (4/10) cost is 14
Calculating cost to destination (6/10) cost is 4
found 11 valid attack positions, closest at (6/9) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/10) to (6/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/9) cost is 3
Calculating cost to destination (6/10) cost is 1
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (8/6) cost is 7
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (7/8) cost is 4
Calculating cost to destination (7/7) cost is 5
found 7 valid attack positions, closest at (6/10) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/11) to (7/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/9) cost is 4
Calculating cost to destination (7/5) cost is 10
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (7/8) cost is 5
Calculating cost to destination (7/7) cost is 6
found 6 valid attack positions, closest at (7/9) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Zombie on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/9) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/9) cost is 1
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (8/6) cost is 5
Calculating cost to destination (7/7) cost is 3
Calculating cost to destination (7/8) cost is 2
Calculating cost to destination (7/7) cost is 3
found 6 valid attack positions, closest at (7/9) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpMumie: Removing battle effect fumble_selfhurthard, started in battleround 2, duration 1, current round 4, so 3 < 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Mumie: Removing durable effect fumble_selfhurthard
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Mumie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Mumie broke weapon, wl False, wb True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Mumie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/8) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 6
Calculating cost to destination (8/6) cost is 4
Calculating cost to destination (7/7) cost is 2
Calculating cost to destination (7/8) cost is 1
Calculating cost to destination (6/9) cost is 1
Calculating cost to destination (7/7) cost is 2
found 6 valid attack positions, closest at (7/8) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpMumie: Removing battle effect fumble_weapondestroyed, started in battleround 4, duration 1, current round 6, so 5 < 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Mumie: Removing durable effect fumble_weapondestroyed
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Zombie on Position 1Adding Char Mumie on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (6/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 8
Calculating cost to destination (8/6) cost is 6
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (6/9) cost is 1
Calculating cost to destination (7/7) cost is 6
found 5 valid attack positions, closest at (6/9) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/9) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 8
Calculating cost to destination (8/6) cost is 6
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (7/7) cost is 6
found 4 valid attack positions, closest at (7/7) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/8) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (6/8) cost is 1
found 5 valid attack positions, closest at (6/8) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/7) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 4
Calculating cost to destination (8/6) cost is 2
Calculating cost to destination (7/7) cost is 2
Calculating cost to destination (7/7) cost is 2
found 4 valid attack positions, closest at (7/7) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/9) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (8/6) cost is 5
found 2 valid attack positions, closest at (8/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/9) to (8/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (8/6) cost is 7
found 2 valid attack positions, closest at (8/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/7) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 4
Calculating cost to destination (8/6) cost is 2
found 2 valid attack positions, closest at (8/6) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship23a
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing nonbattle effect penetrizzel, started at 409.0608, duration 0.0625, current time 409.1248, so 409.1233 < 409.1248
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect penetrizzel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Choosing random fight with prefix: camp_dngship
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing nonbattle effect healattempt, started at 409.0606, duration 0.3333333, current time 409.3941, so 409.394 < 409.3941
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect healattempt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle camp_dngship_1 in Scene schiffdungeon_rast
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Heshthot(battle/heshthot): 
speere count is zero, falling back to zauberstaebe
zauberstaebe count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Heshthot(battle/heshthot), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Heshthot(battle/heshthot): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Heshthot(battle/heshthot), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Heshthot in state current following path from (7/3) to (7/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/5) cost is 9
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (2/6) cost is 12
Calculating cost to destination (3/5) cost is 10
Calculating cost to destination (4/6) cost is 8
Calculating cost to destination (3/7) cost is 10
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (6/2) cost is 4
Calculating cost to destination (7/3) cost is 2
Calculating cost to destination (6/4) cost is 8
Calculating cost to destination (4/2) cost is 8
Calculating cost to destination (5/1) cost is 6
Calculating cost to destination (6/2) cost is 4
Calculating cost to destination (2/3) cost is 11
Calculating cost to destination (3/2) cost is 9
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (3/4) cost is 11
found 20 valid attack positions, closest at (7/3) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 11, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (10/5)
Maximum Distance for approach is 5
Checking position (10/6) viable, distance 1, count 2
Checking position (11/6) viable, distance 2, count 2
Checking position (11/5) viable, distance 1, count 0
Checking position (11/4) viable, distance 2, count 0
Checking position (9/4) viable, distance 2, count 0
Checking position (9/5) viable, distance 1, count 0
Checking position (9/6) viable, distance 2, count 3
Checking position (10/7) viable, distance 2, count 3
Checking position (11/7) viable, distance 3, count 3
Checking position (9/7) viable, distance 3, count 4
Checking position (12/7) viable, distance 4, count 2
Checking position (12/6) viable, distance 3, count 1
Checking position (12/5) viable, distance 2, count 0
Checking position (12/4) viable, distance 3, count 0
Checking position (11/3) viable, distance 3, count 1
Checking position (10/3) viable, distance 4, count 1
Checking position (9/3) viable, distance 3, count 0
Checking position (8/3) viable, distance 4, count 0
Checking position (8/4) viable, distance 3, count 0
Checking position (8/6) viable, distance 3, count 4
Checking position (8/7) viable, distance 4, count 3
Checking position (13/8) viable, distance 6, count 0
Checking position (13/7) viable, distance 5, count 2
Checking position (13/6) viable, distance 4, count 1
Checking position (13/5) viable, distance 3, count 0
Checking position (13/4) viable, distance 4, count 0
Checking position (13/3) viable, distance 5, count 0
Checking position (10/2) viable, distance 5, count 0
Checking position (9/2) viable, distance 4, count 0
Checking position (7/5) viable, distance 5, count 3
Checking position (7/6) viable, distance 4, count 4
Checking position (7/7) viable, distance 5, count 4
Checking position (13/9) viable, distance 7, count 0
Checking position (14/9) viable, distance 8, count 0
Checking position (14/8) viable, distance 7, count 1
Checking position (14/7) viable, distance 6, count 2
Checking position (12/9) viable, distance 8, count 0
Checking position (14/6) viable, distance 5, count 1
Checking position (14/5) viable, distance 4, count 0
Checking position (14/4) viable, distance 5, count 1
Checking position (14/3) viable, distance 6, count 0
Checking position (14/2) viable, distance 7, count 0
Checking position (13/2) viable, distance 6, count 0
Checking position (12/2) viable, distance 7, count 0
Checking position (11/1) viable, distance 7, count 1
Checking position (10/1) viable, distance 6, count 1
Checking position (9/1) viable, distance 5, count 2
Checking position (8/1) viable, distance 6, count 3
Checking position (6/4) viable, distance 7, count 1
Checking position (6/5) viable, distance 6, count 3
found 27 viable fields
Top 1: Pos(9/7) / Dist 3 / Targets 4
Top 2: Pos(8/6) / Dist 3 / Targets 4
Top 3: Pos(7/6) / Dist 4 / Targets 4
Top 4: Pos(7/7) / Dist 5 / Targets 4
Top 5: Pos(10/7) / Dist 2 / Targets 3
Top 6: Pos(9/6) / Dist 2 / Targets 3
Top 7: Pos(11/7) / Dist 3 / Targets 3
Top 8: Pos(8/7) / Dist 4 / Targets 3
Top 9: Pos(7/5) / Dist 5 / Targets 3
Top 10: Pos(10/6) / Dist 1 / Targets 2
found at least one field to move to (9/7), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (10/6) to (9/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/3) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(3/3) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Top 4: Pos(3/6) / Dist6 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/3) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(5/2) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/5) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Game Coroutine starting
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is NOT null, reactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is NOT null, using executePostBattleScript
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CharImgRepo True, maxframes 1000, Log:
OK: Loaded file jaeger_01.jpg from internals
OK: Loaded file jaegerin_01.jpg from internals
OK: Loaded file krieger_01.jpg from internals
OK: Loaded file krieger_02.jpg from internals
OK: Loaded file krieger_03.jpg from internals
OK: Loaded file krieger_04.jpg from internals
OK: Loaded file krieger_05.jpg from internals
OK: Loaded file krieger_06.jpg from internals
OK: Loaded file krieger_07.jpg from internals
OK: Loaded file kriegerin_01.jpg from internals
OK: Loaded file kriegerin_02.jpg from internals
OK: Loaded file kriegerin_03.jpg from internals
OK: Loaded file kriegerin_04.jpg from internals
OK: Loaded file streuner_01.jpg from internals
OK: Loaded file streuner_02.jpg from internals
OK: Loaded file streuner_03.jpg from internals
OK: Loaded file streuner_04.jpg from internals
OK: Loaded file streunerin_01.jpg from internals
OK: Loaded file streunerin_02.jpg from internals
OK: Loaded file streunerin_03.jpg from internals
OK: Loaded file streunerin_04.jpg from internals
OK: Loaded file streunerin_05.jpg from internals
OK: Loaded file thorwaler_01.jpg from internals
OK: Loaded file thorwaler_02.jpg from internals
OK: Loaded file thorwaler_03.jpg from internals
OK: Loaded file thorwalerin_01.jpg from internals
OK: Loaded file zwerg_01.jpg from internals
OK: Loaded file zwerg_02.jpg from internals
OK: Loaded file zwerg_03.jpg from internals
OK: Loaded file zwerg_04.jpg from internals
OK: Loaded file zwergin_01.jpg from internals
OK: Loaded file hexer_01.jpg from internals
OK: Loaded file hexe_01.jpg from internals
OK: Loaded file hexe_02.jpg from internals
OK: Loaded file hexe_04.jpg from internals
OK: Loaded file druide_01.jpg from internals
OK: Loaded file druidin_01.jpg from internals
OK: Loaded file magier_01.jpg from internals
OK: Loaded file magier_02.jpg from internals
OK: Loaded file magier_03.jpg from internals
OK: Loaded file magier_04.jpg from internals
OK: Loaded file magier_05.jpg from internals
OK: Loaded file magierin_01.jpg from internals
OK: Loaded file magierin_02.jpg from internals
OK: Loaded file magierin_03.jpg from internals
OK: Loaded file magierin_04.jpg from internals
OK: Loaded file magierin_05.jpg from internals
OK: Loaded file elf_01.jpg from internals
OK: Loaded file elf_02.jpg from internals
OK: Loaded file elfe_01.jpg from internals
OK: Loaded file elfe_02.jpg from internals
OK: Loaded file elfe_03.jpg from internals
OK: Loaded file elfe_04.jpg from internals
OK: Loaded file elfe_05.jpg from internals

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded Weatherforecast for DSA.Model.DSATime season 2: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

character Character G is unset, deactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 6.166139 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 22 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 4005 unused Assets to reduce memory usage. Loaded Objects now: 20961.
Total: 38.270767 ms (FindLiveObjects: 0.917448 ms CreateObjectMapping: 0.529925 ms MarkObjects: 21.182283 ms  DeleteObjects: 15.199825 ms)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

no ISid Set, activating house rest_dungeon with null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing nonbattle effect penetrizzel, started at 409.0608, duration 0.0625, current time 409.1249, so 409.1233 < 409.1249
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect penetrizzel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Choosing random fight with prefix: camp_dngship
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle camp_dngship_1 in Scene schiffdungeon_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Heshthot(battle/heshthot): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Heshthot(battle/heshthot), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Heshthot(battle/heshthot): 
aexte count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Heshthot(battle/heshthot), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Heshthot on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (9/6)
Maximum Distance for approach is 5
Checking position (9/7) viable, distance 1, count 0
Checking position (10/7) viable, distance 2, count 0
Checking position (10/6) viable, distance 1, count 1
Checking position (10/5) viable, distance 2, count 1
Checking position (9/5) viable, distance 1, count 1
Checking position (8/5) viable, distance 2, count 2
Checking position (8/7) viable, distance 2, count 2
Checking position (10/8) viable, distance 3, count 0
Checking position (11/8) viable, distance 4, count 1
Checking position (11/7) viable, distance 3, count 0
Checking position (11/6) viable, distance 2, count 1
Checking position (11/5) viable, distance 3, count 1
Checking position (11/4) viable, distance 4, count 0
Checking position (9/4) viable, distance 2, count 0
Checking position (7/4) viable, distance 4, count 0
Checking position (7/5) viable, distance 3, count 2
Checking position (7/7) viable, distance 3, count 4
Checking position (7/8) viable, distance 4, count 4
Checking position (10/9) viable, distance 4, count 0
Checking position (11/9) viable, distance 5, count 0
Checking position (9/9) viable, distance 5, count 0
Checking position (11/3) viable, distance 5, count 2
Checking position (10/3) viable, distance 4, count 2
Checking position (9/3) viable, distance 3, count 2
Checking position (8/3) viable, distance 4, count 3
Checking position (7/3) viable, distance 5, count 3
Checking position (6/3) viable, distance 6, count 1
Checking position (6/5) viable, distance 4, count 3
Checking position (6/6) viable, distance 5, count 5
Checking position (6/7) viable, distance 4, count 4
Checking position (7/9) viable, distance 5, count 2
Checking position (8/9) viable, distance 6, count 2
Checking position (10/10) viable, distance 5, count 1
Checking position (11/10) viable, distance 6, count 0
Checking position (9/10) viable, distance 6, count 1
Checking position (8/10) viable, distance 7, count 3
Checking position (11/2) viable, distance 6, count 3
Checking position (10/2) viable, distance 5, count 3
Checking position (9/2) viable, distance 4, count 4
Checking position (8/2) viable, distance 5, count 3
Checking position (7/2) viable, distance 6, count 3
Checking position (6/2) viable, distance 7, count 3
Checking position (5/2) viable, distance 8, count 4
Checking position (5/4) viable, distance 6, count 1
Checking position (5/5) viable, distance 5, count 4
Checking position (5/6) viable, distance 6, count 4
Checking position (7/10) viable, distance 6, count 0
Checking position (6/10) viable, distance 7, count 2
Checking position (10/11) viable, distance 6, count 1
Checking position (11/11) viable, distance 7, count 1
found 38 viable fields
Top 1: Pos(6/6) / Dist 5 / Targets 5
Top 2: Pos(7/7) / Dist 3 / Targets 4
Top 3: Pos(7/8) / Dist 4 / Targets 4
Top 4: Pos(9/2) / Dist 4 / Targets 4
Top 5: Pos(6/7) / Dist 4 / Targets 4
Top 6: Pos(5/5) / Dist 5 / Targets 4
Top 7: Pos(8/3) / Dist 4 / Targets 3
Top 8: Pos(6/5) / Dist 4 / Targets 3
Top 9: Pos(7/3) / Dist 5 / Targets 3
Top 10: Pos(8/2) / Dist 5 / Targets 3
found at least one field to move to (6/6), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (8/5) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(4/4) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(5/3) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(2/5) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(2/4) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 5: Pos(3/1) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/4) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Game Coroutine starting
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is NOT null, reactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is NOT null, using executePostBattleScript
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CharImgRepo True, maxframes 1000, Log:
OK: Loaded file jaeger_01.jpg from internals
OK: Loaded file jaegerin_01.jpg from internals
OK: Loaded file krieger_01.jpg from internals
OK: Loaded file krieger_02.jpg from internals
OK: Loaded file krieger_03.jpg from internals
OK: Loaded file krieger_04.jpg from internals
OK: Loaded file krieger_05.jpg from internals
OK: Loaded file krieger_06.jpg from internals
OK: Loaded file krieger_07.jpg from internals
OK: Loaded file kriegerin_01.jpg from internals
OK: Loaded file kriegerin_02.jpg from internals
OK: Loaded file kriegerin_03.jpg from internals
OK: Loaded file kriegerin_04.jpg from internals
OK: Loaded file streuner_01.jpg from internals
OK: Loaded file streuner_02.jpg from internals
OK: Loaded file streuner_03.jpg from internals
OK: Loaded file streuner_04.jpg from internals
OK: Loaded file streunerin_01.jpg from internals
OK: Loaded file streunerin_02.jpg from internals
OK: Loaded file streunerin_03.jpg from internals
OK: Loaded file streunerin_04.jpg from internals
OK: Loaded file streunerin_05.jpg from internals
OK: Loaded file thorwaler_01.jpg from internals
OK: Loaded file thorwaler_02.jpg from internals
OK: Loaded file thorwaler_03.jpg from internals
OK: Loaded file thorwalerin_01.jpg from internals
OK: Loaded file zwerg_01.jpg from internals
OK: Loaded file zwerg_02.jpg from internals
OK: Loaded file zwerg_03.jpg from internals
OK: Loaded file zwerg_04.jpg from internals
OK: Loaded file zwergin_01.jpg from internals
OK: Loaded file hexer_01.jpg from internals
OK: Loaded file hexe_01.jpg from internals
OK: Loaded file hexe_02.jpg from internals
OK: Loaded file hexe_04.jpg from internals
OK: Loaded file druide_01.jpg from internals
OK: Loaded file druidin_01.jpg from internals
OK: Loaded file magier_01.jpg from internals
OK: Loaded file magier_02.jpg from internals
OK: Loaded file magier_03.jpg from internals
OK: Loaded file magier_04.jpg from internals
OK: Loaded file magier_05.jpg from internals
OK: Loaded file magierin_01.jpg from internals
OK: Loaded file magierin_02.jpg from internals
OK: Loaded file magierin_03.jpg from internals
OK: Loaded file magierin_04.jpg from internals
OK: Loaded file magierin_05.jpg from internals
OK: Loaded file elf_01.jpg from internals
OK: Loaded file elf_02.jpg from internals
OK: Loaded file elfe_01.jpg from internals
OK: Loaded file elfe_02.jpg from internals
OK: Loaded file elfe_03.jpg from internals
OK: Loaded file elfe_04.jpg from internals
OK: Loaded file elfe_05.jpg from internals

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded Weatherforecast for DSA.Model.DSATime season 2: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

character Character G is unset, deactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 5.390771 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 13 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 3525 unused Assets to reduce memory usage. Loaded Objects now: 20976.
Total: 33.044155 ms (FindLiveObjects: 0.905608 ms CreateObjectMapping: 0.501124 ms MarkObjects: 22.679256 ms  DeleteObjects: 8.555922 ms)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

no ISid Set, activating house rest_dungeon with null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Error Applying spawnitem effect: No more Space in the inventory of the character
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing nonbattle effect penetrizzel, started at 409.0608, duration 0.0625, current time 409.1249, so 409.1233 < 409.1249
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect penetrizzel
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing nonbattle effect healattempt, started at 409.0606, duration 0.3333333, current time 409.3941, so 409.394 < 409.3941
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect healattempt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing nonbattle effect flimflam, started at 409.0606, duration 0.375, current time 409.4373, so 409.4356 < 409.4373
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect flimflam
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Choosing random fight with prefix: camp_dngship
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle camp_dngship_1 in Scene schiffdungeon_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Heshthot(battle/heshthot): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Heshthot(battle/heshthot), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Heshthot(battle/heshthot): 
aexte count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Heshthot(battle/heshthot), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/5) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Game Coroutine starting
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is NOT null, reactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is NOT null, using executePostBattleScript
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CharImgRepo True, maxframes 1000, Log:
OK: Loaded file jaeger_01.jpg from internals
OK: Loaded file jaegerin_01.jpg from internals
OK: Loaded file krieger_01.jpg from internals
OK: Loaded file krieger_02.jpg from internals
OK: Loaded file krieger_03.jpg from internals
OK: Loaded file krieger_04.jpg from internals
OK: Loaded file krieger_05.jpg from internals
OK: Loaded file krieger_06.jpg from internals
OK: Loaded file krieger_07.jpg from internals
OK: Loaded file kriegerin_01.jpg from internals
OK: Loaded file kriegerin_02.jpg from internals
OK: Loaded file kriegerin_03.jpg from internals
OK: Loaded file kriegerin_04.jpg from internals
OK: Loaded file streuner_01.jpg from internals
OK: Loaded file streuner_02.jpg from internals
OK: Loaded file streuner_03.jpg from internals
OK: Loaded file streuner_04.jpg from internals
OK: Loaded file streunerin_01.jpg from internals
OK: Loaded file streunerin_02.jpg from internals
OK: Loaded file streunerin_03.jpg from internals
OK: Loaded file streunerin_04.jpg from internals
OK: Loaded file streunerin_05.jpg from internals
OK: Loaded file thorwaler_01.jpg from internals
OK: Loaded file thorwaler_02.jpg from internals
OK: Loaded file thorwaler_03.jpg from internals
OK: Loaded file thorwalerin_01.jpg from internals
OK: Loaded file zwerg_01.jpg from internals
OK: Loaded file zwerg_02.jpg from internals
OK: Loaded file zwerg_03.jpg from internals
OK: Loaded file zwerg_04.jpg from internals
OK: Loaded file zwergin_01.jpg from internals
OK: Loaded file hexer_01.jpg from internals
OK: Loaded file hexe_01.jpg from internals
OK: Loaded file hexe_02.jpg from internals
OK: Loaded file hexe_04.jpg from internals
OK: Loaded file druide_01.jpg from internals
OK: Loaded file druidin_01.jpg from internals
OK: Loaded file magier_01.jpg from internals
OK: Loaded file magier_02.jpg from internals
OK: Loaded file magier_03.jpg from internals
OK: Loaded file magier_04.jpg from internals
OK: Loaded file magier_05.jpg from internals
OK: Loaded file magierin_01.jpg from internals
OK: Loaded file magierin_02.jpg from internals
OK: Loaded file magierin_03.jpg from internals
OK: Loaded file magierin_04.jpg from internals
OK: Loaded file magierin_05.jpg from internals
OK: Loaded file elf_01.jpg from internals
OK: Loaded file elf_02.jpg from internals
OK: Loaded file elfe_01.jpg from internals
OK: Loaded file elfe_02.jpg from internals
OK: Loaded file elfe_03.jpg from internals
OK: Loaded file elfe_04.jpg from internals
OK: Loaded file elfe_05.jpg from internals

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded Weatherforecast for DSA.Model.DSATime season 2: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

character Character G is unset, deactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 5.616053 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 13 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 3554 unused Assets to reduce memory usage. Loaded Objects now: 20761.
Total: 32.618233 ms (FindLiveObjects: 0.874248 ms CreateObjectMapping: 0.522245 ms MarkObjects: 22.483734 ms  DeleteObjects: 8.346960 ms)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

no ISid Set, activating house rest_dungeon with null
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_ship23b )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship23b in Scene schiffdungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
aexte count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Skelett on Position 1Adding Char Zombie on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (9/7) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/9) cost is 12
Calculating cost to destination (3/8) cost is 12
Calculating cost to destination (3/10) cost is 10
Calculating cost to destination (2/7) cost is 10
Calculating cost to destination (3/6) cost is 8
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (3/8) cost is 12
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (4/10) cost is 9
Calculating cost to destination (3/8) cost is 12
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (6/8) cost is 5
Calculating cost to destination (5/9) cost is 7
found 16 valid attack positions, closest at (6/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/8) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(4/9) / Dist7 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (11/9) to (10/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/9) cost is 13
Calculating cost to destination (3/8) cost is 15
Calculating cost to destination (3/10) cost is 11
Calculating cost to destination (2/7) cost is 13
Calculating cost to destination (3/6) cost is 11
Calculating cost to destination (4/7) cost is 11
Calculating cost to destination (3/8) cost is 15
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (4/10) cost is 10
Calculating cost to destination (3/8) cost is 15
Calculating cost to destination (4/7) cost is 11
Calculating cost to destination (4/7) cost is 11
Calculating cost to destination (5/6) cost is 9
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (5/9) cost is 8
found 16 valid attack positions, closest at (5/9) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/7) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/7) cost is 1
Calculating cost to destination (7/6) cost is 3
Calculating cost to destination (8/7) cost is 5
Calculating cost to destination (7/8) cost is 3
Calculating cost to destination (10/8) cost is 6
Calculating cost to destination (11/7) cost is 8
Calculating cost to destination (12/8) cost is 10
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (9/9) cost is 6
Calculating cost to destination (10/8) cost is 6
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (10/10) cost is 8
found 12 valid attack positions, closest at (6/7) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 8
Calculating cost to destination (8/7) cost is 6
Calculating cost to destination (7/8) cost is 4
Calculating cost to destination (10/8) cost is 7
Calculating cost to destination (11/7) cost is 9
Calculating cost to destination (12/8) cost is 11
Calculating cost to destination (11/9) cost is 9
Calculating cost to destination (9/9) cost is 5
Calculating cost to destination (10/8) cost is 7
Calculating cost to destination (11/9) cost is 9
Calculating cost to destination (10/10) cost is 7
found 11 valid attack positions, closest at (7/8) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Zombie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/9) to (6/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (7/8) cost is 7
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (11/7) cost is 12
Calculating cost to destination (12/8) cost is 12
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (9/9) cost is 8
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (10/10) cost is 8
found 11 valid attack positions, closest at (7/8) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/8) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 4
Calculating cost to destination (8/7) cost is 4
Calculating cost to destination (7/8) cost is 2
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (11/7) cost is 7
Calculating cost to destination (12/8) cost is 9
Calculating cost to destination (11/9) cost is 9
Calculating cost to destination (9/9) cost is 5
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (11/9) cost is 9
Calculating cost to destination (10/10) cost is 7
found 11 valid attack positions, closest at (7/8) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (4/7) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (11/7) cost is 10
Calculating cost to destination (12/8) cost is 12
Calculating cost to destination (11/9) cost is 14
Calculating cost to destination (9/9) cost is 10
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (11/9) cost is 14
Calculating cost to destination (10/10) cost is 12
found 10 valid attack positions, closest at (7/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/7) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (11/7) cost is 10
Calculating cost to destination (12/8) cost is 12
Calculating cost to destination (11/9) cost is 12
Calculating cost to destination (9/9) cost is 10
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (11/9) cost is 12
Calculating cost to destination (10/10) cost is 10
found 10 valid attack positions, closest at (7/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Skelett on Position 1Adding Char Zombie on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/6) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(6/10) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(6/9) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (9/9) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (7/10) cost is 4
Calculating cost to destination (6/11) cost is 6
Calculating cost to destination (4/7) cost is 12
Calculating cost to destination (5/6) cost is 10
Calculating cost to destination (5/8) cost is 10
Calculating cost to destination (5/9) cost is 9
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (7/9) cost is 3
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (8/6) cost is 5
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (8/8) cost is 3
Calculating cost to destination (7/9) cost is 3
found 17 valid attack positions, closest at (7/9) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/10) to (7/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 5
Calculating cost to destination (10/8) cost is 6
Calculating cost to destination (11/7) cost is 8
Calculating cost to destination (12/8) cost is 8
Calculating cost to destination (11/9) cost is 6
Calculating cost to destination (8/9) cost is 3
Calculating cost to destination (7/10) cost is 1
found 7 valid attack positions, closest at (7/10) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Frija on Position 1Adding Char Berthold on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/6) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (10/8) cost is 10
Calculating cost to destination (11/7) cost is 10
Calculating cost to destination (12/8) cost is 12
Calculating cost to destination (11/9) cost is 12
found 5 valid attack positions, closest at (8/7) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(7/6) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(7/10) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(6/7) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 5: Pos(6/9) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (8/10) to (11/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (11/7) cost is 7
Calculating cost to destination (12/8) cost is 7
Calculating cost to destination (11/9) cost is 5
found 4 valid attack positions, closest at (11/9) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/7) to (9/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (11/7) cost is 5
Calculating cost to destination (12/8) cost is 7
found 3 valid attack positions, closest at (11/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/6) to (11/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (11/7) cost is 5
Calculating cost to destination (12/8) cost is 7
found 3 valid attack positions, closest at (11/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/9) to (9/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/8) cost is 5
Calculating cost to destination (12/8) cost is 9
found 2 valid attack positions, closest at (10/8) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/8) to (10/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/8) cost is 3
Calculating cost to destination (12/8) cost is 9
found 2 valid attack positions, closest at (10/8) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/6) to (9/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (12/8) cost is 8
found 1 valid attack positions, closest at (12/8) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/6) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (10/7) to (11/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (12/8) cost is 6
found 1 valid attack positions, closest at (12/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (10/9) to (11/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (12/8) cost is 6
found 1 valid attack positions, closest at (12/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (10/6) to (11/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (12/8) cost is 7
found 1 valid attack positions, closest at (12/8) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (11/8)
Maximum Distance for approach is 5
Checking position (12/9) viable, distance 2, count 1
Checking position (12/8) viable, distance 1, count 2
Checking position (12/7) viable, distance 2, count 2
Checking position (12/10) viable, distance 3, count 0
Checking position (13/10) viable, distance 4, count 4
Checking position (13/9) viable, distance 3, count 5
Checking position (13/8) viable, distance 2, count 5
Checking position (13/7) viable, distance 3, count 5
Checking position (13/6) viable, distance 4, count 5
Checking position (12/6) viable, distance 3, count 0
Checking position (12/11) viable, distance 4, count 1
Checking position (13/11) viable, distance 5, count 3
Checking position (11/11) viable, distance 5, count 0
Checking position (14/11) viable, distance 6, count 5
Checking position (14/10) viable, distance 5, count 5
Checking position (14/9) viable, distance 4, count 5
Checking position (14/8) viable, distance 3, count 5
Checking position (14/7) viable, distance 4, count 5
Checking position (14/6) viable, distance 5, count 5
Checking position (14/5) viable, distance 6, count 5
Checking position (13/5) viable, distance 5, count 4
Checking position (12/5) viable, distance 4, count 1
Checking position (10/10) viable, distance 7, count 1
Checking position (10/11) viable, distance 6, count 2
Checking position (15/11) viable, distance 7, count 5
Checking position (15/10) viable, distance 6, count 5
Checking position (15/9) viable, distance 5, count 5
Checking position (15/8) viable, distance 4, count 5
Checking position (15/7) viable, distance 5, count 5
Checking position (15/6) viable, distance 6, count 5
Checking position (15/5) viable, distance 7, count 5
Checking position (15/4) viable, distance 8, count 5
Checking position (14/4) viable, distance 7, count 5
Checking position (13/4) viable, distance 6, count 3
Checking position (12/4) viable, distance 5, count 1
Checking position (11/4) viable, distance 6, count 0
Checking position (10/9) viable, distance 8, count 0
Checking position (9/9) viable, distance 9, count 3
Checking position (9/10) viable, distance 8, count 3
Checking position (9/11) viable, distance 7, count 3
Checking position (16/11) viable, distance 8, count 5
Checking position (16/10) viable, distance 7, count 5
Checking position (16/9) viable, distance 6, count 5
Checking position (16/8) viable, distance 5, count 5
Checking position (16/7) viable, distance 6, count 5
Checking position (16/6) viable, distance 7, count 5
Checking position (16/5) viable, distance 8, count 5
Checking position (16/4) viable, distance 9, count 5
Checking position (10/4) viable, distance 7, count 2
Checking position (10/5) viable, distance 8, count 2
found 45 viable fields
Top 1: Pos(13/8) / Dist 2 / Targets 5
Top 2: Pos(13/9) / Dist 3 / Targets 5
Top 3: Pos(14/8) / Dist 3 / Targets 5
Top 4: Pos(13/7) / Dist 3 / Targets 5
Top 5: Pos(13/6) / Dist 4 / Targets 5
Top 6: Pos(14/7) / Dist 4 / Targets 5
Top 7: Pos(14/9) / Dist 4 / Targets 5
Top 8: Pos(15/8) / Dist 4 / Targets 5
Top 9: Pos(15/7) / Dist 5 / Targets 5
Top 10: Pos(16/8) / Dist 5 / Targets 5
found at least one field to move to (13/8), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (12/8) to (13/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 6 Enemies with line of sight
Top 1: Pos(11/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(11/6) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(11/10) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(11/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 5: Pos(10/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 6: Pos(11/5) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (12/10) to (13/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (12/8) cost is 3
Calculating cost to destination (13/7) cost is 5
Calculating cost to destination (14/8) cost is 5
Calculating cost to destination (13/9) cost is 3
found 4 valid attack positions, closest at (13/9) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (11/8) to (12/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (12/8) cost is 2
Calculating cost to destination (13/7) cost is 4
Calculating cost to destination (14/8) cost is 6
found 3 valid attack positions, closest at (12/8) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (12/9) to (14/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/7) cost is 8
Calculating cost to destination (14/8) cost is 6
found 2 valid attack positions, closest at (14/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (12/6) to (13/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (13/7) cost is 3
Calculating cost to destination (14/8) cost is 5
found 2 valid attack positions, closest at (13/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (12/7) to (14/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/8) cost is 6
found 1 valid attack positions, closest at (14/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (12/5) to (13/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (14/8) cost is 8
found 1 valid attack positions, closest at (14/8) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (13/8)
Maximum Distance for approach is 5
Checking position (14/8) viable, distance 1, count 0
Checking position (15/9) viable, distance 3, count 2
Checking position (15/8) viable, distance 2, count 2
Checking position (15/7) viable, distance 3, count 3
Checking position (15/10) viable, distance 4, count 2
Checking position (16/10) viable, distance 5, count 3
Checking position (16/9) viable, distance 4, count 4
Checking position (16/8) viable, distance 3, count 3
Checking position (14/10) viable, distance 5, count 0
Checking position (16/7) viable, distance 4, count 4
Checking position (16/6) viable, distance 5, count 4
Checking position (15/6) viable, distance 4, count 3
Checking position (14/6) viable, distance 5, count 0
Checking position (15/11) viable, distance 5, count 3
Checking position (16/11) viable, distance 6, count 4
Checking position (14/11) viable, distance 6, count 2
Checking position (17/11) viable, distance 7, count 4
Checking position (17/10) viable, distance 6, count 4
Checking position (17/9) viable, distance 5, count 4
Checking position (17/8) viable, distance 4, count 3
Checking position (17/7) viable, distance 5, count 4
Checking position (13/10) viable, distance 6, count 0
Checking position (13/11) viable, distance 7, count 3
Checking position (17/6) viable, distance 6, count 4
Checking position (17/5) viable, distance 7, count 5
Checking position (16/5) viable, distance 6, count 5
Checking position (15/5) viable, distance 5, count 4
Checking position (14/5) viable, distance 6, count 2
Checking position (13/6) viable, distance 6, count 0
Checking position (12/9) viable, distance 8, count 0
Checking position (12/10) viable, distance 7, count 2
Checking position (12/11) viable, distance 8, count 3
Checking position (17/4) viable, distance 8, count 5
Checking position (16/4) viable, distance 7, count 4
Checking position (15/4) viable, distance 6, count 3
Checking position (14/4) viable, distance 7, count 2
Checking position (13/4) viable, distance 8, count 0
Checking position (12/5) viable, distance 8, count 3
Checking position (12/6) viable, distance 7, count 2
Checking position (12/7) viable, distance 8, count 1
Checking position (11/9) viable, distance 9, count 2
Checking position (11/10) viable, distance 8, count 2
Checking position (11/11) viable, distance 9, count 3
Checking position (17/3) viable, distance 9, count 4
Checking position (16/3) viable, distance 8, count 4
Checking position (11/5) viable, distance 9, count 4
Checking position (11/6) viable, distance 8, count 3
Checking position (11/7) viable, distance 9, count 2
found 41 viable fields
Top 1: Pos(16/9) / Dist 4 / Targets 4
Top 2: Pos(16/7) / Dist 4 / Targets 4
Top 3: Pos(17/9) / Dist 5 / Targets 4
Top 4: Pos(16/6) / Dist 5 / Targets 4
Top 5: Pos(17/7) / Dist 5 / Targets 4
Top 6: Pos(15/5) / Dist 5 / Targets 4
Top 7: Pos(16/8) / Dist 3 / Targets 3
Top 8: Pos(15/7) / Dist 3 / Targets 3
Top 9: Pos(15/6) / Dist 4 / Targets 3
Top 10: Pos(17/8) / Dist 4 / Targets 3
found at least one field to move to (16/9), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (14/8) to (16/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(14/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(14/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(13/7) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 4: Pos(13/5) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (14/10) to (15/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/9) cost is 4
Calculating cost to destination (16/8) cost is 4
Calculating cost to destination (17/9) cost is 6
Calculating cost to destination (16/10) cost is 4
found 4 valid attack positions, closest at (16/10) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (15/7) to (16/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/9) cost is 3
Calculating cost to destination (16/8) cost is 3
Calculating cost to destination (17/9) cost is 5
Calculating cost to destination (16/10) cost is 7
found 4 valid attack positions, closest at (16/8) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (14/8) to (14/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/9) cost is 4
Calculating cost to destination (17/9) cost is 6
Calculating cost to destination (16/10) cost is 8
found 3 valid attack positions, closest at (15/9) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (15/9) to (15/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (15/9) cost is 1
Calculating cost to destination (17/9) cost is 7
Calculating cost to destination (16/10) cost is 5
found 3 valid attack positions, closest at (15/9) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (13/9) to (14/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (17/9) cost is 8
Calculating cost to destination (16/10) cost is 8
found 2 valid attack positions, closest at (16/10) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (14/5) to (15/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (17/9) cost is 8
Calculating cost to destination (16/10) cost is 10
found 2 valid attack positions, closest at (17/9) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (16/9)
Maximum Distance for approach is 5
Checking position (16/10) viable, distance 1, count 0
Checking position (17/10) viable, distance 2, count 3
Checking position (17/9) viable, distance 1, count 0
Checking position (17/8) viable, distance 2, count 1
Checking position (16/11) viable, distance 2, count 2
Checking position (17/11) viable, distance 3, count 2
Checking position (15/11) viable, distance 3, count 0
Checking position (17/7) viable, distance 3, count 2
Checking position (16/7) viable, distance 4, count 1
Checking position (14/11) viable, distance 4, count 0
Checking position (17/6) viable, distance 4, count 3
Checking position (16/6) viable, distance 5, count 3
Checking position (15/7) viable, distance 5, count 2
Checking position (15/8) viable, distance 6, count 1
Checking position (13/10) viable, distance 6, count 1
Checking position (13/11) viable, distance 5, count 2
Checking position (17/5) viable, distance 5, count 3
Checking position (16/5) viable, distance 6, count 3
Checking position (15/5) viable, distance 7, count 0
Checking position (14/6) viable, distance 7, count 3
Checking position (14/7) viable, distance 6, count 1
Checking position (14/9) viable, distance 8, count 0
Checking position (13/9) viable, distance 7, count 3
Checking position (12/9) viable, distance 8, count 5
Checking position (12/10) viable, distance 7, count 4
Checking position (12/11) viable, distance 6, count 2
Checking position (17/4) viable, distance 6, count 4
Checking position (16/4) viable, distance 7, count 3
Checking position (15/4) viable, distance 8, count 1
Checking position (14/4) viable, distance 9, count 3
Checking position (14/5) viable, distance 8, count 2
Checking position (13/5) viable, distance 9, count 3
Checking position (13/6) viable, distance 8, count 4
Checking position (13/7) viable, distance 7, count 3
Checking position (13/8) viable, distance 8, count 3
Checking position (12/8) viable, distance 9, count 5
Checking position (11/9) viable, distance 9, count 4
Checking position (11/10) viable, distance 8, count 5
Checking position (11/11) viable, distance 7, count 3
Checking position (17/3) viable, distance 7, count 4
Checking position (16/3) viable, distance 8, count 3
Checking position (12/6) viable, distance 9, count 5
Checking position (12/7) viable, distance 8, count 5
Checking position (10/10) viable, distance 9, count 5
Checking position (10/11) viable, distance 8, count 4
Checking position (17/2) viable, distance 8, count 4
Checking position (16/2) viable, distance 9, count 2
found 41 viable fields
Top 1: Pos(17/10) / Dist 2 / Targets 3
Top 2: Pos(17/6) / Dist 4 / Targets 3
Top 3: Pos(16/6) / Dist 5 / Targets 3
Top 4: Pos(17/5) / Dist 5 / Targets 3
Top 5: Pos(16/11) / Dist 2 / Targets 2
Top 6: Pos(17/11) / Dist 3 / Targets 2
Top 7: Pos(17/7) / Dist 3 / Targets 2
Top 8: Pos(13/11) / Dist 5 / Targets 2
Top 9: Pos(15/7) / Dist 5 / Targets 2
Top 10: Pos(17/8) / Dist 2 / Targets 1
found at least one field to move to (17/10), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (17/10) to (17/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(16/8) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(15/10) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(15/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (16/9) to (17/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (16/10) cost is 2
Calculating cost to destination (17/9) cost is 2
Calculating cost to destination (17/11) cost is 4
found 3 valid attack positions, closest at (17/9) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (15/9) to (15/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (16/10) cost is 4
Calculating cost to destination (17/11) cost is 6
found 2 valid attack positions, closest at (16/10) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (16/9) to (16/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (16/10) cost is 2
Calculating cost to destination (17/11) cost is 4
found 2 valid attack positions, closest at (16/10) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (16/11) to (17/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (17/11) cost is 3
found 1 valid attack positions, closest at (17/11) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (17/10)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (17/8) unreachable
Calculating cost to destination (14/6) unreachable
Calculating cost to destination (15/5) unreachable
Calculating cost to destination (16/6) unreachable
Calculating cost to destination (15/7) unreachable
Calculating cost to destination (16/11) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (16/11) unreachable
Calculating cost to destination (14/9) unreachable
Calculating cost to destination (15/8) unreachable
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (13/10) unreachable
Calculating cost to destination (14/9) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (14/11) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Luna on Position 1Adding Char Ilgar on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (17/10)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (17/8) unreachable
Calculating cost to destination (14/6) unreachable
Calculating cost to destination (15/5) unreachable
Calculating cost to destination (16/6) unreachable
Calculating cost to destination (15/7) unreachable
Calculating cost to destination (16/11) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (16/11) unreachable
Calculating cost to destination (14/9) unreachable
Calculating cost to destination (15/8) unreachable
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (13/10) unreachable
Calculating cost to destination (14/9) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (14/11) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (17/10)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (17/8) unreachable
Calculating cost to destination (14/6) unreachable
Calculating cost to destination (15/5) unreachable
Calculating cost to destination (16/6) unreachable
Calculating cost to destination (15/7) unreachable
Calculating cost to destination (16/11) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (16/11) unreachable
Calculating cost to destination (14/9) unreachable
Calculating cost to destination (15/8) unreachable
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (13/10) unreachable
Calculating cost to destination (14/9) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (14/11) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (17/10)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (17/8) unreachable
Calculating cost to destination (14/6) unreachable
Calculating cost to destination (15/5) unreachable
Calculating cost to destination (16/6) unreachable
Calculating cost to destination (15/7) unreachable
Calculating cost to destination (16/11) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (16/11) unreachable
Calculating cost to destination (14/9) unreachable
Calculating cost to destination (15/8) unreachable
Calculating cost to destination (16/9) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (13/10) unreachable
Calculating cost to destination (14/9) unreachable
Calculating cost to destination (15/10) unreachable
Calculating cost to destination (14/11) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Adding Char Ilgar on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship23b
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 2_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_ship24 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle ship24 in Scene schiffdungeon_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass aexte
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass hiebwaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_fat): 
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Zombie on Position 1Adding Char Zombie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (3/3) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/9) cost is 14
Calculating cost to destination (11/10) cost is 16
Calculating cost to destination (10/11) cost is 16
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (8/10) cost is 13
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (9/11) cost is 15
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (10/8) cost is 15
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (10/6) cost is 11
Calculating cost to destination (11/7) cost is 13
Calculating cost to destination (10/8) cost is 15
found 22 valid attack positions, closest at (6/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (4/3) to (5/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/9) cost is 13
Calculating cost to destination (11/10) cost is 15
Calculating cost to destination (10/11) cost is 15
Calculating cost to destination (7/7) cost is 10
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (9/7) cost is 10
Calculating cost to destination (8/8) cost is 10
Calculating cost to destination (8/10) cost is 12
Calculating cost to destination (9/9) cost is 12
Calculating cost to destination (9/11) cost is 14
Calculating cost to destination (7/5) cost is 6
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (7/7) cost is 10
Calculating cost to destination (8/8) cost is 10
Calculating cost to destination (9/7) cost is 10
Calculating cost to destination (10/8) cost is 14
Calculating cost to destination (9/9) cost is 12
Calculating cost to destination (9/7) cost is 10
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (11/7) cost is 12
Calculating cost to destination (10/8) cost is 14
found 21 valid attack positions, closest at (7/5) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (5/2) to (5/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/9) cost is 14
Calculating cost to destination (11/10) cost is 16
Calculating cost to destination (10/11) cost is 16
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (8/10) cost is 13
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (9/11) cost is 15
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (10/8) cost is 15
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (10/6) cost is 11
Calculating cost to destination (11/7) cost is 13
Calculating cost to destination (10/8) cost is 15
found 21 valid attack positions, closest at (7/5) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (4/2) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/9) cost is 15
Calculating cost to destination (11/10) cost is 17
Calculating cost to destination (10/11) cost is 17
Calculating cost to destination (7/7) cost is 12
Calculating cost to destination (8/6) cost is 10
Calculating cost to destination (9/7) cost is 12
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (8/10) cost is 14
Calculating cost to destination (9/9) cost is 14
Calculating cost to destination (9/11) cost is 16
Calculating cost to destination (7/5) cost is 8
Calculating cost to destination (8/6) cost is 10
Calculating cost to destination (7/7) cost is 12
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (9/7) cost is 12
Calculating cost to destination (10/8) cost is 16
Calculating cost to destination (9/9) cost is 14
Calculating cost to destination (9/7) cost is 12
Calculating cost to destination (10/6) cost is 12
Calculating cost to destination (11/7) cost is 14
Calculating cost to destination (10/8) cost is 16
found 21 valid attack positions, closest at (7/5) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (2/4) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/9) cost is 14
Calculating cost to destination (11/10) cost is 16
Calculating cost to destination (10/11) cost is 16
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (8/6) cost is 11
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (8/10) cost is 13
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (9/11) cost is 15
Calculating cost to destination (8/6) cost is 11
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (10/8) cost is 15
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (9/7) cost is 11
Calculating cost to destination (10/6) cost is 11
Calculating cost to destination (11/7) cost is 13
Calculating cost to destination (10/8) cost is 15
found 20 valid attack positions, closest at (8/8) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 0, original cost 6, effective cost 10, delta -4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell radau needs settings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell radau needs settings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current 9, original cost 8, effective cost 15, delta -7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Hexenbesen(battle/broom): 
zweihaender count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Hexenbesen(battle/broom), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit spawn
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Berthold on Position 1Adding Char Fireno on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Hexenbesen in state current following path from (7/9) to (5/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/8) cost is 5
Calculating cost to destination (6/8) cost is 3
Calculating cost to destination (5/9) cost is 3
Calculating cost to destination (5/6) cost is 8
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (4/2) cost is 11
Calculating cost to destination (5/1) cost is 13
Calculating cost to destination (6/2) cost is 13
Calculating cost to destination (5/3) cost is 11
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (5/3) cost is 11
Calculating cost to destination (5/5) cost is 9
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (7/4) cost is 14
Calculating cost to destination (8/5) cost is 10
found 16 valid attack positions, closest at (5/9) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 0, original cost 6, effective cost 8, delta -2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell geisterrufen doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 29, original cost 9, effective cost 9, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Geist(battle/ghost): 
speere count is zero, falling back to zauberstaebe
zauberstaebe count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Geist(battle/ghost), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit spawn
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 0
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Geist on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Geist in state current following path from (8/5) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 12, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/8) cost is 13
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (5/6) cost is 12
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (6/7) cost is 12
Calculating cost to destination (4/2) cost is 9
Calculating cost to destination (5/1) cost is 9
Calculating cost to destination (6/2) cost is 7
Calculating cost to destination (5/3) cost is 7
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (5/3) cost is 7
Calculating cost to destination (5/5) cost is 11
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (7/4) cost is 6
Calculating cost to destination (8/5) cost is 2
found 15 valid attack positions, closest at (8/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Geist in state current following path from (8/5) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 12, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/8) cost is 13
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (5/6) cost is 12
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (6/7) cost is 12
Calculating cost to destination (4/2) cost is 9
Calculating cost to destination (5/1) cost is 9
Calculating cost to destination (6/2) cost is 7
Calculating cost to destination (5/3) cost is 7
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (5/3) cost is 7
Calculating cost to destination (5/5) cost is 11
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (7/4) cost is 6
Calculating cost to destination (8/5) cost is 2
found 15 valid attack positions, closest at (8/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 12, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/7) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/8) cost is 9
Calculating cost to destination (6/8) cost is 3
Calculating cost to destination (5/6) cost is 12
Calculating cost to destination (6/5) cost is 14
Calculating cost to destination (6/7) cost is 2
Calculating cost to destination (4/2) cost is 11
Calculating cost to destination (5/1) cost is 11
Calculating cost to destination (6/2) cost is 9
Calculating cost to destination (5/3) cost is 9
Calculating cost to destination (4/4) cost is 11
Calculating cost to destination (5/3) cost is 9
Calculating cost to destination (5/5) cost is 13
Calculating cost to destination (6/5) cost is 14
Calculating cost to destination (7/4) cost is 8
found 14 valid attack positions, closest at (6/7) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Geist on Position 1Adding Char Skelett on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 12, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Hexenbesen is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (5/5) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/9) cost is 12
Calculating cost to destination (11/10) cost is 14
Calculating cost to destination (10/11) cost is 14
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (8/10) cost is 11
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (9/11) cost is 13
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (10/8) cost is 13
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (10/6) cost is 9
Calculating cost to destination (11/7) cost is 11
Calculating cost to destination (10/8) cost is 13
Calculating cost to destination (4/9) cost is 6
Calculating cost to destination (5/8) cost is 6
Calculating cost to destination (6/9) cost is 8
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (9/5) cost is 7
Calculating cost to destination (8/6) cost is 9
found 24 valid attack positions, closest at (5/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (6/2) to (7/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/9) cost is 14
Calculating cost to destination (11/10) cost is 14
Calculating cost to destination (10/11) cost is 16
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (6/8) cost is 9
Calculating cost to destination (8/10) cost is 13
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (9/11) cost is 15
Calculating cost to destination (8/6) cost is 9
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (10/8) cost is 13
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (10/6) cost is 9
Calculating cost to destination (11/7) cost is 11
Calculating cost to destination (10/8) cost is 13
Calculating cost to destination (4/9) cost is 8
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (5/10) cost is 10
Calculating cost to destination (9/5) cost is 7
Calculating cost to destination (8/6) cost is 9
found 24 valid attack positions, closest at (9/5) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 13
Calculating cost to destination (6/2) cost is 14
Calculating cost to destination (7/1) cost is 14
Calculating cost to destination (8/2) cost is 12
Calculating cost to destination (7/3) cost is 12
Calculating cost to destination (4/6) cost is 10
Calculating cost to destination (5/5) cost is 12
Calculating cost to destination (6/5) cost is 13
Calculating cost to destination (7/4) cost is 13
found 9 valid attack positions, closest at (4/6) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (9/7) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (6/2) cost is 9
Calculating cost to destination (7/1) cost is 9
Calculating cost to destination (8/2) cost is 7
Calculating cost to destination (7/3) cost is 7
Calculating cost to destination (4/6) cost is 7
Calculating cost to destination (5/5) cost is 9
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (7/4) cost is 8
found 9 valid attack positions, closest at (8/2) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/10) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (6/2) cost is 15
Calculating cost to destination (7/1) cost is 15
Calculating cost to destination (8/2) cost is 13
Calculating cost to destination (7/3) cost is 13
Calculating cost to destination (4/6) cost is 9
Calculating cost to destination (5/5) cost is 11
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (7/4) cost is 14
found 9 valid attack positions, closest at (4/6) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (10/6) to (11/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (6/2) cost is 11
Calculating cost to destination (7/1) cost is 11
Calculating cost to destination (8/2) cost is 9
Calculating cost to destination (7/3) cost is 9
Calculating cost to destination (4/6) cost is 9
Calculating cost to destination (5/5) cost is 11
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (7/4) cost is 10
found 9 valid attack positions, closest at (8/2) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/6) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/2) cost is 7
Calculating cost to destination (7/1) cost is 9
Calculating cost to destination (8/2) cost is 9
Calculating cost to destination (7/3) cost is 7
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (5/5) cost is 3
Calculating cost to destination (6/6) cost is 1
Calculating cost to destination (6/5) cost is 2
Calculating cost to destination (7/4) cost is 8
found 9 valid attack positions, closest at (6/6) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Zombie on Position 1Adding Char Mumie on Position 2Adding Char Zombie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Hexenbesen in state current following path from (5/8) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/2) cost is 10
Calculating cost to destination (7/1) cost is 12
Calculating cost to destination (8/2) cost is 12
Calculating cost to destination (7/3) cost is 10
Calculating cost to destination (4/6) cost is 4
Calculating cost to destination (5/5) cost is 6
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (7/4) cost is 11
found 8 valid attack positions, closest at (4/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Zombie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (8/3) to (8/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/9) cost is 15
Calculating cost to destination (6/8) cost is 15
Calculating cost to destination (6/10) cost is 17
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (6/7) cost is 16
Calculating cost to destination (7/8) cost is 16
Calculating cost to destination (8/9) cost is 18
Calculating cost to destination (7/10) cost is 18
Calculating cost to destination (8/6) cost is 19
Calculating cost to destination (7/7) cost is 17
Calculating cost to destination (9/4) cost is 4
Calculating cost to destination (10/5) cost is 22
Calculating cost to destination (9/6) cost is 20
Calculating cost to destination (11/3) cost is 5
Calculating cost to destination (11/5) cost is 23
Calculating cost to destination (3/6) cost is 8
Calculating cost to destination (4/5) cost is 6
Calculating cost to destination (4/7) cost is 14
Calculating cost to destination (8/6) cost is 19
found 19 valid attack positions, closest at (9/4) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 12, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/9) to (3/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 15
Calculating cost to destination (8/2) cost is 17
Calculating cost to destination (9/3) cost is 19
Calculating cost to destination (5/5) cost is 11
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (7/4) cost is 16
found 6 valid attack positions, closest at (5/5) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (9/4) to (9/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 6
Calculating cost to destination (8/2) cost is 4
Calculating cost to destination (9/3) cost is 2
Calculating cost to destination (5/5) cost is 10
Calculating cost to destination (6/5) cost is 11
Calculating cost to destination (7/4) cost is 7
found 6 valid attack positions, closest at (9/3) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (6/9) to (4/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 16
Calculating cost to destination (8/2) cost is 18
Calculating cost to destination (5/5) cost is 12
Calculating cost to destination (6/5) cost is 13
Calculating cost to destination (7/4) cost is 17
found 5 valid attack positions, closest at (5/5) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (10/3) to (8/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 7
Calculating cost to destination (8/2) cost is 5
Calculating cost to destination (5/5) cost is 11
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (7/4) cost is 8
found 5 valid attack positions, closest at (8/2) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Hexenbesen on Position 0Adding Char Zombie on Position 1Adding Char Mumie on Position 2Adding Char Zombie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Mumie on Position 1Adding Char Geist on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 12, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (2/7) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 11
Calculating cost to destination (6/5) cost is 8
Calculating cost to destination (7/4) cost is 12
found 3 valid attack positions, closest at (6/5) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (3/8) to (3/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 13
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (7/4) cost is 14
found 3 valid attack positions, closest at (6/5) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/5) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 6
Calculating cost to destination (6/5) cost is 1
Calculating cost to destination (7/4) cost is 7
found 3 valid attack positions, closest at (6/5) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Zombie on Position 1Adding Char Hexenbesen on Position 2Adding Char Geist on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Hexenbesen in state current following path from (4/5) to (7/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/3) cost is 6
Calculating cost to destination (7/4) cost is 7
found 2 valid attack positions, closest at (7/3) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Geist) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 12, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/4) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/4) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Hexenbesen on Position 1Adding Char Geist on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Hexenbesen on Position 1Adding Char Geist on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 12, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Hexenbesen on Position 1Adding Char Geist on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Hexenbesen canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Hexenbesen) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Hexenbesen ID 11, current BP 10
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Hexenbesen from queue
Checking Geist canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Geist ID 12, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Geist from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 2_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle ship24
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 7, original cost 4, effective cost 4, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Amulett (ID 10173), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_right (UnityEngine.BoxCollider) (et_right), container et_right (CraftyDDContainer)
Autoequip container et_neck

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_neck (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_amulett )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 3, original cost 4, effective cost 4, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Amulett (ID 10162), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory11 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_right (UnityEngine.BoxCollider) (et_right), container et_right (CraftyDDContainer)
Autoequip container et_neck

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_neck (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 2_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 2_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 2_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_deadguy )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Showing Inventory
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_right (UnityEngine.BoxCollider) (et_right), container et_right (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Stair too far with 255.0104 sqr
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing nonbattle effect flimflam, started at 409.0606, duration 0.375, current time 409.4363, so 409.4356 < 409.4363
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect flimflam
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Laterne (ID 25), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Laterne (ID 25), Uses 1, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_right (UnityEngine.BoxCollider) (et_right), container et_right (CraftyDDContainer)
Autoequip container et_shield

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_shield (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent et_shield (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_120 (UnityEngine.BoxCollider) (item_120), container 
container is null, itemdrop item: item_120 (CraftyDDItem)
itemdrop container: inventory07 (item_120)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory07 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_120 (UnityEngine.BoxCollider) (item_120), container 
container is null, itemdrop item: item_120 (CraftyDDItem)
itemdrop container: et_weapon (item_120)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_stairdn )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 3_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 3_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 3_stairup, Moving to coordinates (73.0, 1.0, 4.8)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 3_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 3_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 3_marbospoiler )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 3_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 3_ardora )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

received Companionstate DSA.Model.CompanionState for ardora
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No data so far, loading E:/STEAM/steamapps/common/Realms of Arkania/schick_Data/Data/ardora.dsa1char
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Stream loaded, adding char
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 3_stairup )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 3_stairup )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 2_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 2_stairdn, Moving to coordinates (56.5, 1.0, 5.3)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_stairup )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_stairup )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 1_stairdn, Moving to coordinates (40.0, 1.0, 24.9)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairup )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairup )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 0_stairdn, Moving to coordinates (17.9, 0.0, 6.0)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_3 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/auto.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 195
Skipping slot inventory01 because it doesn't contain item 195
Skipping slot inventory02 because it doesn't contain item 195
Skipping slot inventory03 because it doesn't contain item 195
Skipping slot inventory04 because it doesn't contain item 195
Skipping slot inventory05 because it doesn't contain item 195
Skipping slot inventory06 because it doesn't contain item 195
Skipping slot inventory07 because it doesn't contain item 195
Skipping slot inventory08 because it doesn't contain item 195
Skipping slot inventory09 because it doesn't contain item 195
Skipping slot inventory10 because it doesn't contain item 195
Skipping slot inventory11 because it doesn't contain item 195
Skipping slot inventory12 because it doesn't contain item 195
Skipping slot inventory13 because it doesn't contain item 195
Skipping slot inventory14 because it doesn't contain item 195
Skipping slot inventory15 because it doesn't contain item 195
Skipping slot inventory16 because it doesn't contain item 195
Skipping slot inventory17 because it doesn't contain item 195
Skipping slot inventory18 because it doesn't contain item 195
Skipping slot belly because of notequipped
Skipping slot chest because of notequipped
Skipping slot coat because of notequipped
Skipping slot head because of notequipped
Skipping slot leftarm because of notequipped
Skipping slot leftring because of notequipped
Skipping slot leg because of notequipped
Skipping slot neck because of notequipped
Skipping slot rightarm because of notequipped
Skipping slot rightring because of notequipped
Skipping slot shield because of notequipped
Skipping slot shoe because of notequipped
Skipping slot underleg because of notequipped
Skipping slot upperarm because of notequipped
Skipping slot weapon because of notequipped
Skipping slot inventory19 because it doesn't contain item 195
Skipping slot inventory20 because it doesn't contain item 195
Removing 1 items from slot inventory21, slot is now empty
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle daemon in Scene spezial_totenschiff
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (0/12) (0/13) (0/14) (0/15) (0/16) (0/17) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (1/12) (1/13) (1/14) (1/15) (1/16) (1/17) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (2/12) (2/13) (2/14) (2/15) (2/16) (2/17) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (3/12) (3/13) (3/14) (3/15) (3/16) (3/17) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (4/12) (4/13) (4/14) (4/15) (4/16) (4/17) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (5/12) (5/13) (5/14) (5/15) (5/16) (5/17) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (6/12) (6/13) (6/14) (6/15) (6/16) (6/17) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (7/12) (7/13) (7/14) (7/15) (7/16) (7/17) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (8/12) (8/13) (8/14) (8/15) (8/16) (8/17) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (9/12) (9/13) (9/14) (9/15) (9/16) (9/17) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (10/12) (10/13) (10/14) (10/15) (10/16) (10/17) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (11/12) (11/13) (11/14) (11/15) (11/16) (11/17) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (12/12) (12/13) (12/14) (12/15) (12/16) (12/17) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (13/12) (13/13) (13/14) (13/15) (13/16) (13/17) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (14/12) (14/13) (14/14) (14/15) (14/16) (14/17) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (15/12) (15/13) (15/14) (15/15) (15/16) (15/17) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (16/12) (16/13) (16/14) (16/15) (16/16) (16/17) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) (17/12) (17/13) (17/14) (17/15) (17/16) (17/17) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Heshthot(battle/heshthot): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Heshthot(battle/heshthot), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Heshthot in state current following path from (12/5) to (10/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 12
Calculating cost to destination (7/5) cost is 12
Calculating cost to destination (6/6) cost is 12
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (9/6) cost is 5
Calculating cost to destination (9/8) cost is 7
Calculating cost to destination (9/4) cost is 11
Calculating cost to destination (10/3) cost is 5
Calculating cost to destination (11/4) cost is 3
Calculating cost to destination (10/5) cost is 3
Calculating cost to destination (7/6) cost is 11
Calculating cost to destination (8/5) cost is 11
Calculating cost to destination (9/6) cost is 5
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (8/5) cost is 11
Calculating cost to destination (9/4) cost is 11
Calculating cost to destination (10/5) cost is 3
Calculating cost to destination (9/6) cost is 5
Calculating cost to destination (10/6) cost is 4
Calculating cost to destination (11/7) cost is 4
Calculating cost to destination (10/8) cost is 6
Calculating cost to destination (8/3) cost is 9
Calculating cost to destination (9/2) cost is 7
Calculating cost to destination (10/3) cost is 5
Calculating cost to destination (9/4) cost is 11
found 25 valid attack positions, closest at (10/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/4) to (8/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell blitz doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 3, original cost 4, effective cost 4, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit suffer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (9/6) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (10/3) to (11/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/5) cost is 4
found 1 valid attack positions, closest at (11/5) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell geisterrufen doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state none following path from (9/8) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpHeshthot: Removing battle effect blitzdichfind, started in battleround 1, duration 2, current round 4, so 3 < 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Heshthot: Removing durable effect blitzdichfind
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (8/5) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state none following path from (9/5) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(10/5) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Heshthot is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Heshthot
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing PostBattleScript for daemon:
var battleresult = 'victory';
if( battleresult == "victory" ) {
					startdlg("totenschiff_end");
				}
				else
					startDialogueAt("totenschiff_end","2");
				
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing dship_15_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog dship_15_hl[1] dlgResponse 0 = 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing dship_15_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene mood_ship2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene mood_ship2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Setting Quest State qtotenschiff to 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully set inside scene mood_ship2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog dship_15_hl[2] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 7.124548 ms
Unloading 31 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 5129 unused Assets to reduce memory usage. Loaded Objects now: 15159.
Total: 37.852203 ms (FindLiveObjects: 0.781127 ms CreateObjectMapping: 0.563845 ms MarkObjects: 19.666107 ms  DeleteObjects: 16.297756 ms)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route ottarje-runinsha, distance 76, expected speed 5.22529 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc 100.0379, cspeed 5.22529
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 0.355523 ms
Unloading 19 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 426 unused Assets to reduce memory usage. Loaded Objects now: 23248.
Total: 24.425835 ms (FindLiveObjects: 0.830087 ms CreateObjectMapping: 0.264002 ms MarkObjects: 20.472515 ms  DeleteObjects: 2.423383 ms)

Updating Mapicons for town runinsha
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town runinsha
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene healer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene healer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_5_p, Moving to coordinates (65.2, 2.0, -97.7)
(68.5, 2.0, -101.1)
(0.0, 1.5, 3.8)
(2.5, 2.9, 0.4)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town runinsha
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Säbel (ID 3), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Säbel (ID 3), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Wurfhaken (ID 24), Uses 0, Count 2, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Silberschmuck (ID 39), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Bolzen (ID 13), Uses 0, Count 15, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kettenhemd (ID 80), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Fackel (ID 22), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Säbel (ID 3), Uses 0, Count 1, broken False, BF 2, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_2_p, Moving to coordinates (34.7, 2.0, -56.0)
(31.5, 2.0, -56.0)
(0.0, 1.5, 2.4)
(2.5, 3.2, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town runinsha
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route runinsha-runin-mid, distance 16, expected speed 0.8333333 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TravelRoute: No 'Any' Events found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 11:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
Reise_Dickicht_verirren_forest
reise2_auerochse_forest
reise6_hirsch
reise7_karene_forest
JOURNEY: Random encounter at: 409.888

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter reise7_karene_forest/forest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 21.40808, cspeed 0.4166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: forest
Script:startdlg("reise7_karene");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise7_karene_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise7_karene_hl[1] dlgResponse 1 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 410.0001 season 2 area general: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 11:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
Reise_Dickicht_verirren_forest
reise2_auerochse_forest
reise6_hirsch
reise7_karene_forest
JOURNEY: Random encounter at: 410.9322

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, camp_suggest, perc 31.13174, cspeed 0.4166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_nature
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey is [Journey: maptext_rt_forest, Pos 31.13%, Dir 1, moving False, route runinsha-runin-mid], breakreason is camp_suggest
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Successfully found food, restskill is 5
Current total party hunger 236
Ration Hungermod is -20
Total Hunger 236 > 180, sating partly
Sating [PlayerChar 'Fireno'] CHunger 38, HungerLeft 180 Modification -38
Sating [PlayerChar 'Frija'] CHunger 38, HungerLeft 142 Modification -38
Sating [PlayerChar 'Luna'] CHunger 38, HungerLeft 104 Modification -38
Sating [PlayerChar 'Berthold'] CHunger 38, HungerLeft 66 Modification -38
Sating [PlayerChar 'Ilgar'] CHunger 38, HungerLeft 28 Modification -38
Sating [PlayerChar 'Tim'] CHunger 38, HungerLeft -10 Modification -38
Sating [PlayerChar 'Ardora'] CHunger 8, HungerLeft -48 Modification -8
Remaining Ration value -56 not enough to make a full ration with 20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

LandRouteType forest found herbs!
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Herblist:
Herb Vierblättrige Einbeere (ID 60), Weight 12
Herb Eitriger Krötenschemel (ID 62), Weight 4
Herb Gulmondblatt (ID 63), Weight 3
Herb Tarnele (ID 64), Weight 6
Herb Shurinknolle (ID 122), Weight 2
Herb Belmartblatt (ID 123), Weight 4
Herb Ilmenblatt (ID 128), Weight 5
Herb Jorugawurzel (ID 130), Weight 1
Herb Thonnysblüte (ID 131), Weight 1
Weight Sum: 38
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 60.00137, cspeed 0.4166667
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: runinsha-runin-mid
Script:startDialogue("reise_dungeon_DragonCave");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_dungeon_DragonCave_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_dungeon_DragonCave_hl [2]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_dungeon_DragonCave_hl[2] dlgResponse 0 = 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_dungeon_DragonCave_hl [3]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog reise_dungeon_DragonCave_hl[3] dlgResponse 0 = 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing reise_dungeon_DragonCave_hl [5]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value stopjourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

unknown reaction stopjourney for partner reise_dungeon_DragonCave_hl
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 4.690285 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 23 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 1636 unused Assets to reduce memory usage. Loaded Objects now: 17372.
Total: 34.527691 ms (FindLiveObjects: 0.728646 ms CreateObjectMapping: 0.294722 ms MarkObjects: 18.020012 ms  DeleteObjects: 14.993743 ms)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Laterne (ID 25), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Laterne (ID 25), Uses 1, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory08 (UnityEngine.BoxCollider) (inventory08), container inventory08 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory08 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_right (UnityEngine.BoxCollider) (et_right), container et_right (CraftyDDContainer)
Autoequip container et_shield

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_shield (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Door too far with 306.2762 sqr
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_rathole2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect wundfieber registerGlobal duration
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect wundfieber activateInterval anotherdamage every 24
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Game Coroutine starting
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CharImgRepo True, maxframes 1000, Log:
OK: Loaded file jaeger_01.jpg from internals
OK: Loaded file jaegerin_01.jpg from internals
OK: Loaded file krieger_01.jpg from internals
OK: Loaded file krieger_02.jpg from internals
OK: Loaded file krieger_03.jpg from internals
OK: Loaded file krieger_04.jpg from internals
OK: Loaded file krieger_05.jpg from internals
OK: Loaded file krieger_06.jpg from internals
OK: Loaded file krieger_07.jpg from internals
OK: Loaded file kriegerin_01.jpg from internals
OK: Loaded file kriegerin_02.jpg from internals
OK: Loaded file kriegerin_03.jpg from internals
OK: Loaded file kriegerin_04.jpg from internals
OK: Loaded file streuner_01.jpg from internals
OK: Loaded file streuner_02.jpg from internals
OK: Loaded file streuner_03.jpg from internals
OK: Loaded file streuner_04.jpg from internals
OK: Loaded file streunerin_01.jpg from internals
OK: Loaded file streunerin_02.jpg from internals
OK: Loaded file streunerin_03.jpg from internals
OK: Loaded file streunerin_04.jpg from internals
OK: Loaded file streunerin_05.jpg from internals
OK: Loaded file thorwaler_01.jpg from internals
OK: Loaded file thorwaler_02.jpg from internals
OK: Loaded file thorwaler_03.jpg from internals
OK: Loaded file thorwalerin_01.jpg from internals
OK: Loaded file zwerg_01.jpg from internals
OK: Loaded file zwerg_02.jpg from internals
OK: Loaded file zwerg_03.jpg from internals
OK: Loaded file zwerg_04.jpg from internals
OK: Loaded file zwergin_01.jpg from internals
OK: Loaded file hexer_01.jpg from internals
OK: Loaded file hexe_01.jpg from internals
OK: Loaded file hexe_02.jpg from internals
OK: Loaded file hexe_04.jpg from internals
OK: Loaded file druide_01.jpg from internals
OK: Loaded file druidin_01.jpg from internals
OK: Loaded file magier_01.jpg from internals
OK: Loaded file magier_02.jpg from internals
OK: Loaded file magier_03.jpg from internals
OK: Loaded file magier_04.jpg from internals
OK: Loaded file magier_05.jpg from internals
OK: Loaded file magierin_01.jpg from internals
OK: Loaded file magierin_02.jpg from internals
OK: Loaded file magierin_03.jpg from internals
OK: Loaded file magierin_04.jpg from internals
OK: Loaded file magierin_05.jpg from internals
OK: Loaded file elf_01.jpg from internals
OK: Loaded file elf_02.jpg from internals
OK: Loaded file elfe_01.jpg from internals
OK: Loaded file elfe_02.jpg from internals
OK: Loaded file elfe_03.jpg from internals
OK: Loaded file elfe_04.jpg from internals
OK: Loaded file elfe_05.jpg from internals

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded Weatherforecast for DSA.Model.DSATime season 2: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 5.021488 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 6 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 191 unused Assets to reduce memory usage. Loaded Objects now: 17950.
Total: 25.236723 ms (FindLiveObjects: 0.707526 ms CreateObjectMapping: 0.237762 ms MarkObjects: 20.096191 ms  DeleteObjects: 3.880037 ms)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Laterne (ID 25), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Laterne (ID 25), Uses 1, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory08 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_shield (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_rathole2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect wundfieber registerGlobal duration
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect wundfieber activateInterval anotherdamage every 24
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Game Coroutine starting
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CharImgRepo True, maxframes 1000, Log:
OK: Loaded file jaeger_01.jpg from internals
OK: Loaded file jaegerin_01.jpg from internals
OK: Loaded file krieger_01.jpg from internals
OK: Loaded file krieger_02.jpg from internals
OK: Loaded file krieger_03.jpg from internals
OK: Loaded file krieger_04.jpg from internals
OK: Loaded file krieger_05.jpg from internals
OK: Loaded file krieger_06.jpg from internals
OK: Loaded file krieger_07.jpg from internals
OK: Loaded file kriegerin_01.jpg from internals
OK: Loaded file kriegerin_02.jpg from internals
OK: Loaded file kriegerin_03.jpg from internals
OK: Loaded file kriegerin_04.jpg from internals
OK: Loaded file streuner_01.jpg from internals
OK: Loaded file streuner_02.jpg from internals
OK: Loaded file streuner_03.jpg from internals
OK: Loaded file streuner_04.jpg from internals
OK: Loaded file streunerin_01.jpg from internals
OK: Loaded file streunerin_02.jpg from internals
OK: Loaded file streunerin_03.jpg from internals
OK: Loaded file streunerin_04.jpg from internals
OK: Loaded file streunerin_05.jpg from internals
OK: Loaded file thorwaler_01.jpg from internals
OK: Loaded file thorwaler_02.jpg from internals
OK: Loaded file thorwaler_03.jpg from internals
OK: Loaded file thorwalerin_01.jpg from internals
OK: Loaded file zwerg_01.jpg from internals
OK: Loaded file zwerg_02.jpg from internals
OK: Loaded file zwerg_03.jpg from internals
OK: Loaded file zwerg_04.jpg from internals
OK: Loaded file zwergin_01.jpg from internals
OK: Loaded file hexer_01.jpg from internals
OK: Loaded file hexe_01.jpg from internals
OK: Loaded file hexe_02.jpg from internals
OK: Loaded file hexe_04.jpg from internals
OK: Loaded file druide_01.jpg from internals
OK: Loaded file druidin_01.jpg from internals
OK: Loaded file magier_01.jpg from internals
OK: Loaded file magier_02.jpg from internals
OK: Loaded file magier_03.jpg from internals
OK: Loaded file magier_04.jpg from internals
OK: Loaded file magier_05.jpg from internals
OK: Loaded file magierin_01.jpg from internals
OK: Loaded file magierin_02.jpg from internals
OK: Loaded file magierin_03.jpg from internals
OK: Loaded file magierin_04.jpg from internals
OK: Loaded file magierin_05.jpg from internals
OK: Loaded file elf_01.jpg from internals
OK: Loaded file elf_02.jpg from internals
OK: Loaded file elfe_01.jpg from internals
OK: Loaded file elfe_02.jpg from internals
OK: Loaded file elfe_03.jpg from internals
OK: Loaded file elfe_04.jpg from internals
OK: Loaded file elfe_05.jpg from internals

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded Weatherforecast for DSA.Model.DSATime season 2: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 9.378969 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 273 unused Assets to reduce memory usage. Loaded Objects now: 17707.
Total: 23.309343 ms (FindLiveObjects: 0.699526 ms CreateObjectMapping: 0.244482 ms MarkObjects: 21.058441 ms  DeleteObjects: 0.998089 ms)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_rathole2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_rathole1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect wundfieber registerGlobal duration
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect wundfieber activateInterval anotherdamage every 24
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading Game Coroutine starting
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CharImgRepo True, maxframes 1000, Log:
OK: Loaded file jaeger_01.jpg from internals
OK: Loaded file jaegerin_01.jpg from internals
OK: Loaded file krieger_01.jpg from internals
OK: Loaded file krieger_02.jpg from internals
OK: Loaded file krieger_03.jpg from internals
OK: Loaded file krieger_04.jpg from internals
OK: Loaded file krieger_05.jpg from internals
OK: Loaded file krieger_06.jpg from internals
OK: Loaded file krieger_07.jpg from internals
OK: Loaded file kriegerin_01.jpg from internals
OK: Loaded file kriegerin_02.jpg from internals
OK: Loaded file kriegerin_03.jpg from internals
OK: Loaded file kriegerin_04.jpg from internals
OK: Loaded file streuner_01.jpg from internals
OK: Loaded file streuner_02.jpg from internals
OK: Loaded file streuner_03.jpg from internals
OK: Loaded file streuner_04.jpg from internals
OK: Loaded file streunerin_01.jpg from internals
OK: Loaded file streunerin_02.jpg from internals
OK: Loaded file streunerin_03.jpg from internals
OK: Loaded file streunerin_04.jpg from internals
OK: Loaded file streunerin_05.jpg from internals
OK: Loaded file thorwaler_01.jpg from internals
OK: Loaded file thorwaler_02.jpg from internals
OK: Loaded file thorwaler_03.jpg from internals
OK: Loaded file thorwalerin_01.jpg from internals
OK: Loaded file zwerg_01.jpg from internals
OK: Loaded file zwerg_02.jpg from internals
OK: Loaded file zwerg_03.jpg from internals
OK: Loaded file zwerg_04.jpg from internals
OK: Loaded file zwergin_01.jpg from internals
OK: Loaded file hexer_01.jpg from internals
OK: Loaded file hexe_01.jpg from internals
OK: Loaded file hexe_02.jpg from internals
OK: Loaded file hexe_04.jpg from internals
OK: Loaded file druide_01.jpg from internals
OK: Loaded file druidin_01.jpg from internals
OK: Loaded file magier_01.jpg from internals
OK: Loaded file magier_02.jpg from internals
OK: Loaded file magier_03.jpg from internals
OK: Loaded file magier_04.jpg from internals
OK: Loaded file magier_05.jpg from internals
OK: Loaded file magierin_01.jpg from internals
OK: Loaded file magierin_02.jpg from internals
OK: Loaded file magierin_03.jpg from internals
OK: Loaded file magierin_04.jpg from internals
OK: Loaded file magierin_05.jpg from internals
OK: Loaded file elf_01.jpg from internals
OK: Loaded file elf_02.jpg from internals
OK: Loaded file elfe_01.jpg from internals
OK: Loaded file elfe_02.jpg from internals
OK: Loaded file elfe_03.jpg from internals
OK: Loaded file elfe_04.jpg from internals
OK: Loaded file elfe_05.jpg from internals

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loaded Weatherforecast for DSA.Model.DSATime season 2: WeatherForecast[ Clouds none Wind none Rain none, Temp 16 - 25 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 9.577691 ms
Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unloading 3 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 216 unused Assets to reduce memory usage. Loaded Objects now: 17709.
Total: 23.415905 ms (FindLiveObjects: 0.698886 ms CreateObjectMapping: 0.247682 ms MarkObjects: 21.108042 ms  DeleteObjects: 1.064650 ms)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for  with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_runtarget )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_deaddwarf )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 9, original cost 4, effective cost 4, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kraftgürtel (ID 10183), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_belly

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_belly (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_trap1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.04
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_f12908 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle f12908 in Scene felsendungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
stichwaffen count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
zweihaender count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (6/5) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/5) cost is 3
Calculating cost to destination (5/4) cost is 3
Calculating cost to destination (6/5) cost is 1
Calculating cost to destination (5/6) cost is 1
Calculating cost to destination (0/2) cost is 10
Calculating cost to destination (1/1) cost is 10
Calculating cost to destination (2/2) cost is 8
Calculating cost to destination (1/3) cost is 8
Calculating cost to destination (4/3) cost is 5
Calculating cost to destination (5/4) cost is 3
Calculating cost to destination (4/5) cost is 3
Calculating cost to destination (2/2) cost is 8
Calculating cost to destination (3/1) cost is 8
Calculating cost to destination (3/3) cost is 6
Calculating cost to destination (4/1) cost is 7
Calculating cost to destination (5/2) cost is 5
Calculating cost to destination (4/3) cost is 5
Calculating cost to destination (2/4) cost is 6
Calculating cost to destination (3/3) cost is 6
Calculating cost to destination (3/5) cost is 4
Calculating cost to destination (0/5) cost is 7
Calculating cost to destination (1/4) cost is 7
Calculating cost to destination (2/5) cost is 5
Calculating cost to destination (1/6) cost is 5
found 24 valid attack positions, closest at (6/5) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (8/9) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/5) cost is 9
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (0/2) cost is 16
Calculating cost to destination (1/1) cost is 16
Calculating cost to destination (2/2) cost is 14
Calculating cost to destination (1/3) cost is 14
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (4/5) cost is 9
Calculating cost to destination (2/2) cost is 14
Calculating cost to destination (3/1) cost is 14
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (4/1) cost is 13
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (2/4) cost is 12
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (3/5) cost is 10
Calculating cost to destination (0/5) cost is 13
Calculating cost to destination (1/4) cost is 13
Calculating cost to destination (2/5) cost is 11
Calculating cost to destination (1/6) cost is 11
found 23 valid attack positions, closest at (5/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (8/6) to (5/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (5/4) cost is 6
Calculating cost to destination (0/2) cost is 13
Calculating cost to destination (1/1) cost is 13
Calculating cost to destination (2/2) cost is 11
Calculating cost to destination (1/3) cost is 11
Calculating cost to destination (4/3) cost is 8
Calculating cost to destination (5/4) cost is 6
Calculating cost to destination (4/5) cost is 8
Calculating cost to destination (2/2) cost is 11
Calculating cost to destination (3/1) cost is 11
Calculating cost to destination (3/3) cost is 9
Calculating cost to destination (4/1) cost is 10
Calculating cost to destination (5/2) cost is 8
Calculating cost to destination (4/3) cost is 8
Calculating cost to destination (2/4) cost is 11
Calculating cost to destination (3/3) cost is 9
Calculating cost to destination (3/5) cost is 9
Calculating cost to destination (0/5) cost is 12
Calculating cost to destination (1/4) cost is 12
Calculating cost to destination (2/5) cost is 10
Calculating cost to destination (1/6) cost is 10
found 22 valid attack positions, closest at (5/4) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (2/5) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/6) cost is 4
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (5/7) cost is 6
Calculating cost to destination (5/3) cost is 6
Calculating cost to destination (6/4) cost is 8
Calculating cost to destination (6/4) cost is 8
Calculating cost to destination (7/5) cost is 10
Calculating cost to destination (6/6) cost is 8
found 8 valid attack positions, closest at (4/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (4/3) to (5/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (5/7) cost is 5
Calculating cost to destination (5/3) cost is 3
Calculating cost to destination (6/4) cost is 5
Calculating cost to destination (6/4) cost is 5
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (6/6) cost is 7
found 7 valid attack positions, closest at (5/3) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/2) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (5/7) cost is 8
Calculating cost to destination (6/4) cost is 4
Calculating cost to destination (6/4) cost is 4
Calculating cost to destination (7/5) cost is 6
Calculating cost to destination (6/6) cost is 8
found 6 valid attack positions, closest at (6/4) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (1/3) to (2/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (5/7) cost is 9
Calculating cost to destination (7/5) cost is 13
Calculating cost to destination (6/6) cost is 11
found 4 valid attack positions, closest at (5/7) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (3/3) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (7/5) cost is 11
Calculating cost to destination (6/6) cost is 9
found 4 valid attack positions, closest at (5/7) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/7) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (5/7) cost is 3
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (6/6) cost is 5
found 4 valid attack positions, closest at (5/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (3/6) to (4/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (7/5) cost is 11
Calculating cost to destination (6/6) cost is 9
found 3 valid attack positions, closest at (6/6) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Ardora on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (5/8) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (6/6) cost is 5
found 3 valid attack positions, closest at (6/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Pirat on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 8 <= 10
Calculating cost to destination (0/6) unreachable
Calculating cost to destination (0/7) unreachable
Calculating cost to destination (0/8) unreachable
Calculating cost to destination (11/5) unreachable
Calculating cost to destination (11/4) unreachable
Calculating cost to destination (11/3) unreachable
No route to escape, need to fight
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/7) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 4
found 1 valid attack positions, closest at (7/5) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpIlgar: Removing battle effect fumble_falldown, started in battleround 4, duration 1, current round 6, so 5 < 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Ilgar: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Frija on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Pirat on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 10 <= 10
Calculating cost to destination (0/6) unreachable
Calculating cost to destination (0/7) unreachable
Calculating cost to destination (0/8) unreachable
Calculating cost to destination (11/5) unreachable
Calculating cost to destination (11/4) unreachable
Calculating cost to destination (11/3) unreachable
No route to escape, need to fight
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Frija on Position 1Adding Char Ardora on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_falldown, started in battleround 8, duration 1, current round 10, so 9 < 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Pirat on Position 1Adding Char Ardora on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Ardora on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Luna on Position 1Adding Char Ardora on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_16 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_15 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_6 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_2 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle f12908
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Opening Dungeondoor Dio
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_f12905 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle f12905 in Scene felsendungeon_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
zweihaender count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (4/4) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/5) cost is 6
Calculating cost to destination (9/6) cost is 8
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (10/9) cost is 12
Calculating cost to destination (11/10) cost is 14
Calculating cost to destination (10/11) cost is 14
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (8/10) cost is 11
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (9/8) cost is 12
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (7/5) cost is 5
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (9/6) cost is 8
Calculating cost to destination (10/7) cost is 10
Calculating cost to destination (9/8) cost is 12
Calculating cost to destination (8/10) cost is 11
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (9/11) cost is 13
found 22 valid attack positions, closest at (7/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (6/4) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/5) cost is 4
Calculating cost to destination (9/6) cost is 6
Calculating cost to destination (8/7) cost is 6
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (11/10) cost is 12
Calculating cost to destination (10/11) cost is 12
Calculating cost to destination (7/9) cost is 7
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (8/10) cost is 9
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (8/7) cost is 6
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (8/7) cost is 6
Calculating cost to destination (9/6) cost is 6
Calculating cost to destination (10/7) cost is 8
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (8/10) cost is 9
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (9/11) cost is 11
found 21 valid attack positions, closest at (6/6) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (6/4) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/5) cost is 4
Calculating cost to destination (9/6) cost is 6
Calculating cost to destination (8/7) cost is 22
Calculating cost to destination (10/9) cost is 10
Calculating cost to destination (11/10) cost is 12
Calculating cost to destination (10/11) cost is 14
Calculating cost to destination (7/9) cost is 19
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (8/10) cost is 17
Calculating cost to destination (7/8) cost is 20
Calculating cost to destination (8/7) cost is 22
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (7/7) cost is 21
Calculating cost to destination (8/7) cost is 22
Calculating cost to destination (9/6) cost is 6
Calculating cost to destination (10/7) cost is 8
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (8/10) cost is 17
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (9/11) cost is 15
found 20 valid attack positions, closest at (8/5) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Tim on Position 1Adding Char Ilgar on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/8) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 9
Calculating cost to destination (9/5) cost is 7
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (7/4) cost is 10
Calculating cost to destination (5/6) cost is 14
Calculating cost to destination (6/5) cost is 12
Calculating cost to destination (6/7) cost is 4
found 7 valid attack positions, closest at (6/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (9/6) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 4
Calculating cost to destination (9/5) cost is 2
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (7/4) cost is 5
Calculating cost to destination (5/6) cost is 9
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (6/7) cost is 3
found 7 valid attack positions, closest at (9/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (8/10) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (6/7) cost is 6
found 1 valid attack positions, closest at (6/7) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (10/9) to (8/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (6/7) cost is 7
found 1 valid attack positions, closest at (6/7) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (6/7) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (6/7) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (6/7) cost is 1
found 1 valid attack positions, closest at (6/7) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing battle effect fumble_falldown, started in battleround 1, duration 1, current round 3, so 2 < 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Luna on Position 1Adding Char Pirat on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing battle effect fumble_stumble, started in battleround 4, duration 1, current round 6, so 5 < 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 7 <= 10
Calculating cost to destination (0/3) cost is 9
Calculating cost to destination (0/4) cost is 8
Calculating cost to destination (0/5) cost is 7
Calculating cost to destination (14/5) unreachable
Calculating cost to destination (14/4) unreachable
Calculating cost to destination (14/3) unreachable
Escaping right away at (0/5)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (5/6) to (0/5), escaping: True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/4) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (6/6) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 5
Calculating cost to destination (6/5) cost is 2
Calculating cost to destination (7/4) cost is 4
found 3 valid attack positions, closest at (6/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/7) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 9
Calculating cost to destination (7/4) cost is 8
found 2 valid attack positions, closest at (7/4) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing battle effect fumble_stumble, started in battleround 7, duration 1, current round 9, so 8 < 9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Tim on Position 1Adding Char Pirat on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Can not play a disabled audio source
 
(Filename:  Line: 1469)

Coroutine couldn't be started because the the game object 'NPC Pirat(battle/pirate)' is inactive!
 
(Filename:  Line: 824)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/7) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 12
Calculating cost to destination (7/4) cost is 11
found 2 valid attack positions, closest at (7/4) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/4) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 4
Calculating cost to destination (7/4) cost is 3
found 2 valid attack positions, closest at (7/4) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 5 <= 10
Calculating cost to destination (0/3) unreachable
Calculating cost to destination (0/4) unreachable
Calculating cost to destination (0/5) unreachable
Calculating cost to destination (14/5) unreachable
Calculating cost to destination (14/4) unreachable
Calculating cost to destination (14/3) unreachable
No route to escape, need to fight
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (5/5) to (7/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 7
found 1 valid attack positions, closest at (8/4) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/7) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/4) cost is 13
found 1 valid attack positions, closest at (8/4) (dist: 13), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 5 <= 10
Calculating cost to destination (0/3) unreachable
Calculating cost to destination (0/4) unreachable
Calculating cost to destination (0/5) unreachable
Calculating cost to destination (14/5) unreachable
Calculating cost to destination (14/4) unreachable
Calculating cost to destination (14/3) unreachable
No route to escape, need to fight
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Frija is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Berthold on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/5) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) unreachable
Calculating cost to destination (8/4) cost is 10
found 1 valid attack positions, closest at (8/4) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/4) to (8/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) unreachable
Calculating cost to destination (8/4) cost is 2
found 1 valid attack positions, closest at (8/4) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Tim on Position 1Adding Char Ardora on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (7/5) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 1
found 1 valid attack positions, closest at (7/5) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Luna on Position 1Adding Char Fireno on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_falldown, started in battleround 13, duration 1, current round 15, so 14 < 15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_16 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_15 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_6 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Opening Dungeondoor Dio
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Opening Dungeondoor Dio
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle f12905
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_explorerbonus1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current 8, original cost 5, effective cost 15, delta -10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_lever1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_6 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_6 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_heshthot )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle fheshthot in Scene felsendungeon_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Heshthot(battle/heshthot): 
aexte count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Heshthot(battle/heshthot), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Ardora on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Heshthot in state current following path from (3/5) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/10) cost is 9
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (8/10) cost is 13
Calculating cost to destination (7/11) cost is 11
Calculating cost to destination (10/9) cost is 12
Calculating cost to destination (9/10) cost is 14
Calculating cost to destination (9/10) cost is 14
Calculating cost to destination (10/9) cost is 12
Calculating cost to destination (11/10) cost is 14
Calculating cost to destination (10/11) cost is 14
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (8/10) cost is 13
Calculating cost to destination (5/7) cost is 5
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (10/8) cost is 11
Calculating cost to destination (7/6) cost is 6
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (7/8) cost is 8
found 22 valid attack positions, closest at (5/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 0, original cost 6, effective cost 9, delta -3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (6/8) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (5/6) cost is 3
Calculating cost to destination (5/8) cost is 3
found 3 valid attack positions, closest at (5/8) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to set selection of DDWaterRef to 1 (text_settings_waterrefon)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to set selection of DDHDPl to 0 (text_settings_showhealthbar)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to set selection of DDHDOpp to 0 (text_settings_showhealthbar)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to set selection of DDBattleSpeed to 0 (text_settings_battlespeed_1x)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to set selection of DDBattleSpeedAuto to 2 (text_settings_battlespeed_4x)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

getHealthByIndex: Converted val 0 to graphical
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

getHealthByIndex: Converted val 0 to graphical
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/8) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 6
Calculating cost to destination (5/6) cost is 6
found 2 valid attack positions, closest at (5/6) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/10) to (8/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (5/6) cost is 11
found 2 valid attack positions, closest at (4/7) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/7) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 8
Calculating cost to destination (5/6) cost is 8
found 2 valid attack positions, closest at (5/6) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/9) to (5/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 7
Calculating cost to destination (5/6) cost is 9
found 2 valid attack positions, closest at (4/7) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/10) to (4/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 6
Calculating cost to destination (5/6) cost is 8
found 2 valid attack positions, closest at (4/7) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/5) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 6
Calculating cost to destination (5/6) cost is 4
found 2 valid attack positions, closest at (5/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (5/5) to (4/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/7) cost is 5
found 1 valid attack positions, closest at (4/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpIlgar: Removing battle effect fumble_falldown, started in battleround 1, duration 1, current round 3, so 2 < 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Ilgar: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Ardora on Position 1Adding Char Ilgar on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Luna on Position 1Adding Char Ardora on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Ardora on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Luna on Position 1Adding Char Fireno on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpArdora: Removing battle effect fumble_stumble, started in battleround 8, duration 1, current round 10, so 9 < 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Ardora: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Ardora on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Luna on Position 1Adding Char Fireno on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Heshthot on Position 0Adding Char Fireno on Position 1Adding Char Ardora on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Heshthot ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Heshthot from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Heshthot) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Heshthot is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Heshthot
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_16 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_15 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle fheshthot
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing battle effect fumble_stumble, not in battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unsent Trigger 0_heshthot: lasttrigger 0_heshthot, containskey True, state active
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_stairdn )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_f12918 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle f12918 in Scene felsendungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Luna on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(5/3) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(4/4) / Dist5 / Targetid6: DSA.Model.BattleCharacter
Top 3: Pos(4/1) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(2/1) / Dist7 / Targetid4: DSA.Model.BattleCharacter
Top 5: Pos(1/4) / Dist8 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 6 Enemies with line of sight
Top 1: Pos(4/4) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(5/3) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(2/3) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(1/4) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Top 5: Pos(3/1) / Dist6 / Targetid2: DSA.Model.BattleCharacter
Top 6: Pos(2/1) / Dist6 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell kraehenruf doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state none following path from (4/2) to (5/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (7/8) cost is 11
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (9/6) cost is 11
Calculating cost to destination (10/7) cost is 13
Calculating cost to destination (9/8) cost is 13
Calculating cost to destination (7/9) cost is 12
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (9/9) cost is 14
Calculating cost to destination (8/10) cost is 14
found 12 valid attack positions, closest at (7/6) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (5/4) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/7) cost is 5
Calculating cost to destination (7/6) cost is 5
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (7/8) cost is 7
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (9/6) cost is 7
Calculating cost to destination (10/7) cost is 9
Calculating cost to destination (9/8) cost is 9
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (9/9) cost is 10
Calculating cost to destination (8/10) cost is 10
found 12 valid attack positions, closest at (7/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(2/3) / Dist6 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(1/4) / Dist7 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (2/2) to (3/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/7) cost is 10
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (7/8) cost is 12
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (9/6) cost is 12
Calculating cost to destination (10/7) cost is 14
Calculating cost to destination (9/8) cost is 14
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (8/8) cost is 13
Calculating cost to destination (9/9) cost is 15
Calculating cost to destination (8/10) cost is 15
found 11 valid attack positions, closest at (6/7) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/2) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (9/6) cost is 10
Calculating cost to destination (10/7) cost is 12
Calculating cost to destination (9/8) cost is 12
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (8/10) cost is 13
found 11 valid attack positions, closest at (6/7) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/4) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/7) cost is 5
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (7/8) cost is 7
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (9/6) cost is 7
Calculating cost to destination (10/7) cost is 9
Calculating cost to destination (9/8) cost is 9
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (9/9) cost is 10
Calculating cost to destination (8/10) cost is 10
found 11 valid attack positions, closest at (6/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (2/4) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (9/6) cost is 12
Calculating cost to destination (10/7) cost is 14
Calculating cost to destination (9/8) cost is 12
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (8/10) cost is 13
found 10 valid attack positions, closest at (7/8) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (3/3) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (9/6) cost is 10
Calculating cost to destination (10/7) cost is 12
Calculating cost to destination (9/8) cost is 12
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/9) cost is 13
Calculating cost to destination (8/10) cost is 13
found 10 valid attack positions, closest at (8/7) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/7) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(4/6) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/4) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (9/6) cost is 8
Calculating cost to destination (10/7) cost is 10
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (8/10) cost is 11
found 10 valid attack positions, closest at (8/7) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/3) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (9/6) cost is 10
Calculating cost to destination (10/7) cost is 12
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (8/10) cost is 11
found 10 valid attack positions, closest at (7/8) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (5/7) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (7/8) cost is 5
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (9/6) cost is 9
Calculating cost to destination (10/7) cost is 9
Calculating cost to destination (9/8) cost is 7
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (9/9) cost is 8
Calculating cost to destination (8/10) cost is 8
found 10 valid attack positions, closest at (7/8) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (4/6) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 14
Calculating cost to destination (8/7) cost is 14
Calculating cost to destination (9/6) cost is 14
Calculating cost to destination (10/7) cost is 14
Calculating cost to destination (9/8) cost is 12
Calculating cost to destination (7/9) cost is 7
Calculating cost to destination (8/8) cost is 13
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (8/10) cost is 9
found 9 valid attack positions, closest at (7/9) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/4) to (9/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 5
Calculating cost to destination (8/7) cost is 5
Calculating cost to destination (9/6) cost is 5
Calculating cost to destination (10/7) cost is 7
Calculating cost to destination (9/8) cost is 7
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (9/9) cost is 8
Calculating cost to destination (8/10) cost is 10
found 9 valid attack positions, closest at (9/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(7/6) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / Dist2 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(7/5) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_falldown, started in battleround 1, duration 1, current round 3, so 2 < 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(9/6) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(7/6) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/8) / Dist2 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(7/5) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (8/6) to (8/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 3
Calculating cost to destination (8/7) cost is 3
Calculating cost to destination (10/7) cost is 5
Calculating cost to destination (9/8) cost is 5
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (8/8) cost is 4
Calculating cost to destination (9/9) cost is 6
Calculating cost to destination (8/10) cost is 8
found 8 valid attack positions, closest at (8/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(8/7) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/6) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/7) cost is 7
Calculating cost to destination (9/8) cost is 9
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (8/8) cost is 10
Calculating cost to destination (9/9) cost is 10
Calculating cost to destination (8/10) cost is 8
found 6 valid attack positions, closest at (7/9) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/9) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/7) cost is 9
Calculating cost to destination (9/8) cost is 7
Calculating cost to destination (7/9) cost is 2
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (9/9) cost is 6
Calculating cost to destination (8/10) cost is 4
found 6 valid attack positions, closest at (7/9) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(8/7) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (5/7) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (4/8) unreachable
Calculating cost to destination (5/7) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (5/9) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (7/5) unreachable
Calculating cost to destination (8/6) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (6/9) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/7) cost is 10
Calculating cost to destination (9/8) cost is 8
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (9/9) cost is 7
Calculating cost to destination (8/10) cost is 5
found 5 valid attack positions, closest at (8/10) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (5/7) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (5/9) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (6/10) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (7/5) unreachable
Calculating cost to destination (8/6) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(8/7) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/10) to (8/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/7) cost is 8
Calculating cost to destination (9/8) cost is 6
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (9/9) cost is 5
Calculating cost to destination (8/10) cost is 3
found 5 valid attack positions, closest at (8/10) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (5/7) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (9/10) unreachable
Calculating cost to destination (8/11) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (6/6) unreachable
Calculating cost to destination (7/5) unreachable
Calculating cost to destination (8/6) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(8/7) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Berthold on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(8/7) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/6) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/6) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/7) cost is 8
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/9) cost is 9
found 4 valid attack positions, closest at (10/7) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (8/5) to (9/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/7) cost is 8
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (8/8) cost is 11
Calculating cost to destination (9/9) cost is 11
found 4 valid attack positions, closest at (10/7) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/8) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/7) cost is 4
Calculating cost to destination (9/8) cost is 2
Calculating cost to destination (8/8) cost is 1
Calculating cost to destination (9/9) cost is 3
found 4 valid attack positions, closest at (8/8) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (8/9)
Maximum Distance for approach is 5
Checking position (9/10) viable, distance 2, count 1
Checking position (9/9) viable, distance 1, count 1
Checking position (9/8) viable, distance 2, count 1
Checking position (9/11) viable, distance 3, count 0
Checking position (10/11) viable, distance 4, count 3
Checking position (10/10) viable, distance 3, count 3
Checking position (10/9) viable, distance 2, count 3
Checking position (8/11) viable, distance 4, count 0
Checking position (10/8) viable, distance 3, count 4
Checking position (10/7) viable, distance 4, count 2
Checking position (11/11) viable, distance 5, count 3
Checking position (11/10) viable, distance 4, count 4
Checking position (11/9) viable, distance 3, count 5
Checking position (11/8) viable, distance 4, count 5
Checking position (7/10) viable, distance 6, count 0
Checking position (7/11) viable, distance 5, count 1
Checking position (11/7) viable, distance 5, count 5
Checking position (11/6) viable, distance 6, count 4
Checking position (10/6) viable, distance 5, count 2
Checking position (6/9) viable, distance 8, count 3
Checking position (6/10) viable, distance 7, count 2
Checking position (6/11) viable, distance 6, count 2
Checking position (11/5) viable, distance 7, count 4
Checking position (10/5) viable, distance 6, count 0
Checking position (5/9) viable, distance 9, count 6
Checking position (5/10) viable, distance 8, count 5
Checking position (5/11) viable, distance 7, count 4
Checking position (11/4) viable, distance 8, count 4
Checking position (10/4) viable, distance 7, count 1
Checking position (4/10) viable, distance 9, count 5
Checking position (4/11) viable, distance 8, count 5
Checking position (11/3) viable, distance 9, count 3
Checking position (10/3) viable, distance 8, count 1
Checking position (9/3) viable, distance 9, count 0
found 29 viable fields
Top 1: Pos(11/9) / Dist 3 / Targets 5
Top 2: Pos(11/8) / Dist 4 / Targets 5
Top 3: Pos(11/7) / Dist 5 / Targets 5
Top 4: Pos(10/8) / Dist 3 / Targets 4
Top 5: Pos(11/10) / Dist 4 / Targets 4
Top 6: Pos(10/9) / Dist 2 / Targets 3
Top 7: Pos(10/10) / Dist 3 / Targets 3
Top 8: Pos(10/11) / Dist 4 / Targets 3
Top 9: Pos(11/11) / Dist 5 / Targets 3
Top 10: Pos(10/7) / Dist 4 / Targets 2
found at least one field to move to (11/9), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (9/9) to (11/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 6 Enemies with line of sight
Top 1: Pos(8/7) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(8/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(8/10) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 4: Pos(9/6) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 5: Pos(9/5) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 6: Pos(7/9) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(8/10) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (10/6) to (10/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/7) cost is 3
Calculating cost to destination (9/8) cost is 5
Calculating cost to destination (10/9) cost is 5
Calculating cost to destination (11/8) cost is 5
Calculating cost to destination (11/10) cost is 7
found 5 valid attack positions, closest at (10/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/10) to (11/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/8) cost is 3
Calculating cost to destination (10/9) cost is 3
Calculating cost to destination (11/8) cost is 5
Calculating cost to destination (11/10) cost is 3
found 4 valid attack positions, closest at (11/10) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (9/5) to (11/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/8) cost is 8
Calculating cost to destination (10/9) cost is 8
Calculating cost to destination (11/8) cost is 6
found 3 valid attack positions, closest at (11/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (9/8) to (9/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/8) cost is 1
Calculating cost to destination (10/9) cost is 3
Calculating cost to destination (11/8) cost is 3
found 3 valid attack positions, closest at (9/8) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/9) to (10/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (10/9) cost is 3
Calculating cost to destination (11/8) cost is 5
found 2 valid attack positions, closest at (10/9) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (9/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (10/10) unreachable
Calculating cost to destination (11/11) unreachable
Calculating cost to destination (9/9) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (10/10) unreachable
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (9/9) unreachable
Calculating cost to destination (11/6) unreachable
Calculating cost to destination (11/8) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(11/7) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(10/7) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (11/8) to (11/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (11/8) cost is 1
found 1 valid attack positions, closest at (11/8) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Ilgar on Position 1Adding Char Pirat on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (11/9)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (11/7) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (10/10) unreachable
Calculating cost to destination (11/11) unreachable
Calculating cost to destination (9/9) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (10/10) unreachable
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (9/9) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (11/7) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (9/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (11/7) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (10/10) unreachable
Calculating cost to destination (11/11) unreachable
Calculating cost to destination (9/9) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (10/10) unreachable
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (9/9) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (11/7) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (11/9)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (11/7) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (10/10) unreachable
Calculating cost to destination (11/11) unreachable
Calculating cost to destination (9/9) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (10/10) unreachable
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (9/9) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (11/7) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (9/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (11/7) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (10/10) unreachable
Calculating cost to destination (11/11) unreachable
Calculating cost to destination (9/9) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (10/10) unreachable
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (9/9) unreachable
Calculating cost to destination (10/8) unreachable
Calculating cost to destination (11/7) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Ardora on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_16 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 0_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_15 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_4 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_7 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle f12918
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character B (UnityEngine.BoxCollider) (Character B), container Character B (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character B (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character B (UnityEngine.BoxCollider) (Character B), container Character B (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character B (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character B (UnityEngine.BoxCollider) (Character B), container Character B (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character B (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory16 (UnityEngine.BoxCollider) (inventory16), container inventory16 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory16 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory19 (UnityEngine.BoxCollider) (inventory19), container inventory19 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory19 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_explorerbonus2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_wallhole )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_secretdoor )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_trap2plate )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_trap2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_trap2plate )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_secretdoor )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestOpened( 0_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 0_1 ) Invalid Operation: System.InvalidOperationException: 'chestOpened' is not a function.

  at Jurassic.ScriptEngine.CallGlobalFunction (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at Jurassic.ScriptEngine.CallGlobalFunction[Boolean] (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at LocationView.enginereturn[Boolean] (System.String funcname, System.Object[] param) [0x00000] in <filename unknown>:0 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory19 (UnityEngine.BoxCollider) (inventory19), container inventory19 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory19 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory20 (UnityEngine.BoxCollider) (inventory20), container inventory20 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory20 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestOpened( 0_2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 0_2 ) Invalid Operation: System.InvalidOperationException: 'chestOpened' is not a function.

  at Jurassic.ScriptEngine.CallGlobalFunction (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at Jurassic.ScriptEngine.CallGlobalFunction[Boolean] (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at LocationView.enginereturn[Boolean] (System.String funcname, System.Object[] param) [0x00000] in <filename unknown>:0 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_secretdoor )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_trap2plate )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_7 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_7 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_7 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_shrine )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ParseForGetNumber Complete
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_shrine )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ParseForGetNumber Complete
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Showing Inventory
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_shrine )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ParseForGetNumber Complete
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_trap2plate )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 0_stairdn )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 1_stairup, Moving to coordinates (96.1, 0.4, -38.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairup )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairup )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_16 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_firewall )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_4 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_15 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_7 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_f12924 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle f12924 in Scene felsendungeon_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Zombie on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (7/9) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/4) cost is 8
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (6/3) cost is 8
Calculating cost to destination (7/2) cost is 10
Calculating cost to destination (8/3) cost is 8
Calculating cost to destination (7/4) cost is 6
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (4/2) cost is 11
Calculating cost to destination (5/3) cost is 9
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (7/0) cost is 12
Calculating cost to destination (8/1) cost is 10
Calculating cost to destination (7/2) cost is 10
Calculating cost to destination (2/5) cost is 10
Calculating cost to destination (3/4) cost is 10
Calculating cost to destination (3/6) cost is 8
Calculating cost to destination (5/1) cost is 11
Calculating cost to destination (6/0) cost is 13
Calculating cost to destination (6/2) cost is 9
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (4/6) cost is 7
found 22 valid attack positions, closest at (5/6) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (9/8) to (9/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/4) cost is 9
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (6/3) cost is 9
Calculating cost to destination (7/2) cost is 9
Calculating cost to destination (8/3) cost is 7
Calculating cost to destination (7/4) cost is 7
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (4/2) cost is 12
Calculating cost to destination (5/3) cost is 10
Calculating cost to destination (4/4) cost is 10
Calculating cost to destination (7/0) cost is 11
Calculating cost to destination (8/1) cost is 9
Calculating cost to destination (7/2) cost is 9
Calculating cost to destination (2/5) cost is 11
Calculating cost to destination (3/4) cost is 11
Calculating cost to destination (3/6) cost is 9
Calculating cost to destination (5/1) cost is 12
Calculating cost to destination (6/0) cost is 12
Calculating cost to destination (6/2) cost is 10
Calculating cost to destination (4/4) cost is 10
Calculating cost to destination (4/6) cost is 8
found 22 valid attack positions, closest at (8/3) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (8/7) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/4) cost is 7
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (6/3) cost is 7
Calculating cost to destination (7/2) cost is 7
Calculating cost to destination (8/3) cost is 5
Calculating cost to destination (7/4) cost is 5
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (7/0) cost is 9
Calculating cost to destination (8/1) cost is 7
Calculating cost to destination (7/2) cost is 7
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (3/6) cost is 7
Calculating cost to destination (5/1) cost is 10
Calculating cost to destination (6/0) cost is 10
Calculating cost to destination (6/2) cost is 8
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (4/6) cost is 6
found 22 valid attack positions, closest at (8/3) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/5) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/6) cost is 4
Calculating cost to destination (9/5) cost is 6
Calculating cost to destination (10/6) cost is 8
Calculating cost to destination (9/7) cost is 6
Calculating cost to destination (7/5) cost is 2
Calculating cost to destination (8/4) cost is 4
Calculating cost to destination (9/5) cost is 6
Calculating cost to destination (8/6) cost is 4
Calculating cost to destination (6/8) cost is 4
Calculating cost to destination (7/7) cost is 4
Calculating cost to destination (8/8) cost is 6
Calculating cost to destination (7/9) cost is 6
found 12 valid attack positions, closest at (7/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (5/5) to (8/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/6) cost is 5
Calculating cost to destination (9/5) cost is 7
Calculating cost to destination (10/6) cost is 9
Calculating cost to destination (9/7) cost is 7
Calculating cost to destination (8/4) cost is 5
Calculating cost to destination (9/5) cost is 7
Calculating cost to destination (8/6) cost is 5
Calculating cost to destination (6/8) cost is 5
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (8/8) cost is 7
Calculating cost to destination (7/9) cost is 7
found 11 valid attack positions, closest at (8/4) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/5) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/6) cost is 6
Calculating cost to destination (9/5) cost is 12
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (9/5) cost is 12
Calculating cost to destination (8/6) cost is 6
Calculating cost to destination (6/8) cost is 6
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (7/9) cost is 8
found 10 valid attack positions, closest at (6/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/2) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/6) cost is 7
Calculating cost to destination (9/5) cost is 13
Calculating cost to destination (10/6) cost is 11
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (9/5) cost is 13
Calculating cost to destination (8/6) cost is 7
Calculating cost to destination (6/8) cost is 13
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (7/9) cost is 11
found 10 valid attack positions, closest at (8/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (4/4) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/6) cost is 7
Calculating cost to destination (9/5) cost is 13
Calculating cost to destination (10/6) cost is 11
Calculating cost to destination (9/7) cost is 9
Calculating cost to destination (9/5) cost is 13
Calculating cost to destination (8/6) cost is 7
Calculating cost to destination (6/8) cost is 13
Calculating cost to destination (7/7) cost is 7
Calculating cost to destination (8/8) cost is 9
Calculating cost to destination (7/9) cost is 11
found 10 valid attack positions, closest at (8/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (9/7) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (7/9) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (9/7) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (6/8) unreachable
Calculating cost to destination (7/7) unreachable
Calculating cost to destination (8/8) unreachable
Calculating cost to destination (7/9) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Zombie on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (7/7) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (7/6) cost is 2
Calculating cost to destination (6/3) unreachable
Calculating cost to destination (7/2) unreachable
Calculating cost to destination (8/3) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (7/6) cost is 2
Calculating cost to destination (6/1) unreachable
Calculating cost to destination (7/0) unreachable
Calculating cost to destination (8/1) unreachable
Calculating cost to destination (7/2) unreachable
Calculating cost to destination (7/7) cost is 1
Calculating cost to destination (6/8) cost is 1
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (6/4) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (8/3) unreachable
Calculating cost to destination (9/4) cost is 8
found 5 valid attack positions, closest at (7/7) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Ilgar is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (9/5) to (9/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (7/6) cost is 2
Calculating cost to destination (6/3) unreachable
Calculating cost to destination (7/2) unreachable
Calculating cost to destination (8/3) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (7/6) cost is 2
Calculating cost to destination (6/1) unreachable
Calculating cost to destination (7/0) unreachable
Calculating cost to destination (8/1) unreachable
Calculating cost to destination (7/2) unreachable
Calculating cost to destination (6/8) cost is 5
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (6/4) unreachable
Calculating cost to destination (7/4) unreachable
Calculating cost to destination (8/3) unreachable
Calculating cost to destination (9/4) cost is 2
found 4 valid attack positions, closest at (9/4) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/6) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 4
Calculating cost to destination (9/5) cost is 4
Calculating cost to destination (8/6) cost is 2
Calculating cost to destination (7/6) cost is 1
Calculating cost to destination (8/7) cost is 3
Calculating cost to destination (7/8) cost is 5
found 6 valid attack positions, closest at (7/6) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Zombie on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ardora is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Zombie on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ardora is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Tim on Position 1Adding Char Berthold on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/6) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 3
Calculating cost to destination (8/6) cost is 1
found 2 valid attack positions, closest at (8/6) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/6) to (8/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 7
found 1 valid attack positions, closest at (9/5) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/2) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 14
found 1 valid attack positions, closest at (9/5) (dist: 14), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/4) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 14
found 1 valid attack positions, closest at (9/5) (dist: 14), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpZombie: Removing battle effect fumble_stumble, started in battleround 3, duration 1, current round 5, so 4 < 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Zombie: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (9/6) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/5) cost is 3
found 1 valid attack positions, closest at (9/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Zombie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Fireno on Position 1Adding Char Ardora on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Luna on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle f12924
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_f12928 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle f12928 in Scene felsendungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
zweihaender count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
speere count is zero, falling back to zauberstaebe
zauberstaebe count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
speere count is zero, falling back to zauberstaebe
zauberstaebe count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Zombie on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (2/2) to (3/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (7/8) cost is 12
Calculating cost to destination (8/9) cost is 16
Calculating cost to destination (7/10) cost is 14
Calculating cost to destination (9/6) cost is 12
Calculating cost to destination (10/5) cost is 12
Calculating cost to destination (11/6) cost is 14
Calculating cost to destination (10/7) cost is 16
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (9/6) cost is 12
Calculating cost to destination (10/7) cost is 16
Calculating cost to destination (6/7) cost is 10
Calculating cost to destination (7/6) cost is 10
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (7/8) cost is 12
Calculating cost to destination (5/6) cost is 8
Calculating cost to destination (6/5) cost is 8
Calculating cost to destination (7/6) cost is 10
Calculating cost to destination (6/7) cost is 10
Calculating cost to destination (7/8) cost is 12
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (8/9) cost is 16
Calculating cost to destination (10/8) cost is 17
Calculating cost to destination (9/9) cost is 17
found 24 valid attack positions, closest at (6/5) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (4/2) to (4/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/9) cost is 11
Calculating cost to destination (7/8) cost is 11
Calculating cost to destination (8/9) cost is 15
Calculating cost to destination (7/10) cost is 13
Calculating cost to destination (9/6) cost is 11
Calculating cost to destination (10/5) cost is 11
Calculating cost to destination (11/6) cost is 13
Calculating cost to destination (10/7) cost is 15
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (9/6) cost is 11
Calculating cost to destination (10/7) cost is 15
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (7/8) cost is 11
Calculating cost to destination (5/6) cost is 7
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (7/6) cost is 9
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (7/8) cost is 11
Calculating cost to destination (8/7) cost is 11
Calculating cost to destination (8/9) cost is 15
Calculating cost to destination (10/8) cost is 16
Calculating cost to destination (9/9) cost is 16
found 24 valid attack positions, closest at (6/5) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (3/3) to (4/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (8/9) cost is 14
Calculating cost to destination (7/10) cost is 12
Calculating cost to destination (9/6) cost is 10
Calculating cost to destination (10/5) cost is 10
Calculating cost to destination (11/6) cost is 12
Calculating cost to destination (10/7) cost is 14
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (9/6) cost is 10
Calculating cost to destination (10/7) cost is 14
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (7/6) cost is 8
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (5/6) cost is 6
Calculating cost to destination (6/5) cost is 6
Calculating cost to destination (7/6) cost is 8
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (8/9) cost is 14
Calculating cost to destination (10/8) cost is 15
Calculating cost to destination (9/9) cost is 15
found 24 valid attack positions, closest at (6/5) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/5) to (5/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/2) cost is 8
Calculating cost to destination (3/1) cost is 8
Calculating cost to destination (4/2) cost is 6
Calculating cost to destination (3/3) cost is 6
Calculating cost to destination (3/3) cost is 6
Calculating cost to destination (4/2) cost is 6
Calculating cost to destination (5/3) cost is 4
Calculating cost to destination (3/4) cost is 5
Calculating cost to destination (5/4) cost is 3
Calculating cost to destination (4/5) cost is 3
found 10 valid attack positions, closest at (5/4) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/8) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (3/1) cost is 12
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (4/5) cost is 7
found 9 valid attack positions, closest at (4/5) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Zombie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (8/9) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/2) cost is 15
Calculating cost to destination (3/1) cost is 15
Calculating cost to destination (4/2) cost is 13
Calculating cost to destination (3/3) cost is 13
Calculating cost to destination (3/3) cost is 13
Calculating cost to destination (4/2) cost is 13
Calculating cost to destination (5/3) cost is 11
Calculating cost to destination (3/4) cost is 12
Calculating cost to destination (4/5) cost is 10
found 9 valid attack positions, closest at (4/5) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/6) to (4/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/2) cost is 10
Calculating cost to destination (3/1) cost is 10
Calculating cost to destination (4/2) cost is 8
Calculating cost to destination (3/3) cost is 8
Calculating cost to destination (3/3) cost is 8
Calculating cost to destination (4/2) cost is 8
Calculating cost to destination (5/3) cost is 6
Calculating cost to destination (3/4) cost is 7
Calculating cost to destination (4/5) cost is 5
found 9 valid attack positions, closest at (4/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/7) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (3/1) cost is 12
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (3/4) cost is 9
found 8 valid attack positions, closest at (5/3) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (9/6) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/2) cost is 14
Calculating cost to destination (3/1) cost is 12
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (3/4) cost is 11
found 8 valid attack positions, closest at (5/3) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (8/7) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (3/1) cost is 12
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (4/2) cost is 10
Calculating cost to destination (5/3) cost is 8
Calculating cost to destination (3/4) cost is 9
found 8 valid attack positions, closest at (5/3) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Zombie on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (5/3) to (5/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (6/4) cost is 3
Calculating cost to destination (8/4) cost is 11
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (6/4) cost is 3
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (3/5) cost is 3
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (5/3) cost is 1
Calculating cost to destination (6/4) cost is 3
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (8/5) cost is 12
Calculating cost to destination (7/6) cost is 10
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (6/9) cost is 10
found 17 valid attack positions, closest at (5/3) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Ilgar is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (3/3) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (5/7) cost is 7
Calculating cost to destination (6/4) cost is 5
Calculating cost to destination (8/4) cost is 11
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (6/4) cost is 5
Calculating cost to destination (6/6) cost is 9
Calculating cost to destination (3/5) cost is 3
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (4/6) cost is 5
Calculating cost to destination (6/4) cost is 5
Calculating cost to destination (5/5) unreachable
Calculating cost to destination (8/5) cost is 12
Calculating cost to destination (7/6) cost is 10
Calculating cost to destination (5/8) cost is 8
Calculating cost to destination (6/7) cost is 8
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (6/9) cost is 10
found 16 valid attack positions, closest at (3/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (6/4) to (6/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/5) cost is 8
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (3/6) cost is 6
Calculating cost to destination (4/3) cost is 6
Calculating cost to destination (5/2) cost is 4
Calculating cost to destination (6/3) cost is 2
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (4/3) cost is 6
found 8 valid attack positions, closest at (6/3) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/6) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (3/4) cost is 11
Calculating cost to destination (3/6) cost is 7
Calculating cost to destination (4/3) cost is 13
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (3/4) cost is 11
Calculating cost to destination (4/3) cost is 13
found 7 valid attack positions, closest at (3/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (5/8) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/5) cost is 7
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (3/6) cost is 5
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (5/2) cost is 13
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (4/3) cost is 11
found 7 valid attack positions, closest at (3/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (4/6) to (2/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/5) cost is 6
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (4/3) cost is 10
Calculating cost to destination (5/2) cost is 12
Calculating cost to destination (3/4) cost is 8
Calculating cost to destination (4/3) cost is 10
found 6 valid attack positions, closest at (2/5) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/4) to (9/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/5) cost is 12
Calculating cost to destination (3/4) cost is 14
Calculating cost to destination (4/3) cost is 12
Calculating cost to destination (5/2) cost is 10
Calculating cost to destination (3/4) cost is 14
Calculating cost to destination (4/3) cost is 12
found 6 valid attack positions, closest at (5/2) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Zombie on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (2/5) to (2/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/5) cost is 1
Calculating cost to destination (3/4) cost is 3
Calculating cost to destination (4/3) cost is 5
Calculating cost to destination (5/2) cost is 7
Calculating cost to destination (3/4) cost is 3
Calculating cost to destination (4/3) cost is 5
found 6 valid attack positions, closest at (2/5) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (4/7) to (2/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (5/2) cost is 13
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (4/3) cost is 11
found 5 valid attack positions, closest at (3/4) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Ardora lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/1) to (6/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/4) cost is 10
Calculating cost to destination (4/3) cost is 8
Calculating cost to destination (5/2) cost is 6
Calculating cost to destination (3/4) cost is 10
Calculating cost to destination (4/3) cost is 8
found 5 valid attack positions, closest at (5/2) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Zombie on Position 1Adding Char Zombie on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Zombie lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (1/5) to (3/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/4) cost is 5
Calculating cost to destination (4/3) cost is 7
Calculating cost to destination (5/2) cost is 9
Calculating cost to destination (3/4) cost is 5
Calculating cost to destination (4/3) cost is 7
found 5 valid attack positions, closest at (3/4) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Adding Char Ardora on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (5/2) to (5/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/3) cost is 4
Calculating cost to destination (5/2) cost is 2
Calculating cost to destination (4/3) cost is 4
found 3 valid attack positions, closest at (5/2) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (2/6) to (2/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/3) cost is 8
found 1 valid attack positions, closest at (4/3) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpArdora: Removing battle effect fumble_weaponlost, started in battleround 3, duration 1, current round 5, so 4 < 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Ardora: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (1/4) to (3/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/3) cost is 6
found 1 valid attack positions, closest at (4/3) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/3) to (4/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/3) cost is 2
found 1 valid attack positions, closest at (4/3) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_14 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle f12928
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 3, original cost 4, effective cost 4, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Ring (ID 10220), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 2 viable containers
looking only for rightside containers
Found one
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_right (UnityEngine.BoxCollider) (et_right), container et_right (CraftyDDContainer)
Autoequip container et_rightring

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_rightring (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_1 (UnityEngine.BoxCollider) (item_1), container 
container is null, itemdrop item: item_1 (CraftyDDItem)
itemdrop container: et_weapon (item_1)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory21 (UnityEngine.BoxCollider) (inventory21), container inventory21 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory21 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory10 (UnityEngine.BoxCollider) (inventory10), container inventory10 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory10 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_14 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_pirateband )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_pirateband )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_pirateband )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 2_stairup2, Moving to coordinates (133.3, 1.5, -39.8)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_stairup1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_stairup1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_dragon )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Setting Cavedragon new state to rise
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_explorer2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_explorer )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_dragon )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_stairup2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_stairup2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 1_stairdn2, Moving to coordinates (79.4, 0.4, -41.5)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 411.0764 season 2 area general: WeatherForecast[ Clouds none Wind none Rain none, Temp 20 - 34 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Choosing random fight with prefix: camp_dngf129
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle camp_dngf129_2 in Scene felsendungeon_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (0/12) (0/13) (0/14) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (1/12) (1/13) (1/14) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (2/12) (2/13) (2/14) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (3/12) (3/13) (3/14) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (4/12) (4/13) (4/14) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (5/12) (5/13) (5/14) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (6/12) (6/13) (6/14) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (7/12) (7/13) (7/14) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (8/12) (8/13) (8/14) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/5) / Dist5 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(2/5) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(4/5) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(2/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(3/4) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(4/5) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(5/4) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(2/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 4: Pos(6/3) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/5) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/4) to (6/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 9
Calculating cost to destination (7/11) cost is 9
Calculating cost to destination (6/12) cost is 11
Calculating cost to destination (5/10) cost is 8
Calculating cost to destination (6/9) cost is 8
Calculating cost to destination (7/10) cost is 8
Calculating cost to destination (5/8) cost is 6
Calculating cost to destination (6/7) cost is 4
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (6/9) cost is 8
Calculating cost to destination (2/8) cost is 9
Calculating cost to destination (3/7) cost is 7
Calculating cost to destination (4/8) cost is 7
Calculating cost to destination (3/9) cost is 9
found 14 valid attack positions, closest at (6/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/5) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 7
Calculating cost to destination (7/11) cost is 9
Calculating cost to destination (6/12) cost is 9
Calculating cost to destination (5/10) cost is 6
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (7/10) cost is 8
Calculating cost to destination (5/8) cost is 4
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (2/8) cost is 7
Calculating cost to destination (3/7) cost is 5
Calculating cost to destination (4/8) cost is 5
Calculating cost to destination (3/9) cost is 7
found 13 valid attack positions, closest at (5/8) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (2/4) to (2/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 13
Calculating cost to destination (7/11) cost is 13
Calculating cost to destination (6/12) cost is 15
Calculating cost to destination (5/10) cost is 12
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (7/10) cost is 12
Calculating cost to destination (7/8) cost is 10
Calculating cost to destination (6/9) cost is 12
Calculating cost to destination (2/8) cost is 7
Calculating cost to destination (3/7) cost is 7
Calculating cost to destination (4/8) cost is 9
Calculating cost to destination (3/9) cost is 9
found 12 valid attack positions, closest at (3/7) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (4/6) to (4/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 7
Calculating cost to destination (7/11) cost is 9
Calculating cost to destination (6/12) cost is 9
Calculating cost to destination (5/10) cost is 6
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (7/10) cost is 8
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (6/9) cost is 6
Calculating cost to destination (2/8) cost is 5
Calculating cost to destination (3/7) cost is 3
Calculating cost to destination (4/8) cost is 3
Calculating cost to destination (3/9) cost is 5
found 12 valid attack positions, closest at (4/8) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (3/5) to (3/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (7/11) cost is 11
Calculating cost to destination (6/12) cost is 13
Calculating cost to destination (5/10) cost is 10
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (7/10) cost is 10
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (2/8) cost is 5
Calculating cost to destination (3/7) cost is 3
Calculating cost to destination (3/9) cost is 7
found 11 valid attack positions, closest at (3/7) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (1/6) to (1/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (7/11) cost is 11
Calculating cost to destination (6/12) cost is 13
Calculating cost to destination (5/10) cost is 10
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (7/10) cost is 10
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (6/9) cost is 10
Calculating cost to destination (2/8) cost is 5
Calculating cost to destination (3/9) cost is 7
found 10 valid attack positions, closest at (2/8) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/3) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 12
Calculating cost to destination (7/11) cost is 10
Calculating cost to destination (6/12) cost is 12
Calculating cost to destination (5/10) cost is 11
Calculating cost to destination (6/9) cost is 9
Calculating cost to destination (7/10) cost is 9
Calculating cost to destination (7/8) cost is 7
Calculating cost to destination (6/9) cost is 9
Calculating cost to destination (2/8) cost is 14
Calculating cost to destination (3/9) cost is 12
found 10 valid attack positions, closest at (7/8) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(1/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/8)
Maximum Distance for approach is 5
Checking position (6/9) viable, distance 1, count 1
Checking position (7/9) viable, distance 2, count 2
Checking position (7/8) viable, distance 1, count 1
Checking position (7/7) viable, distance 2, count 0
Checking position (5/9) viable, distance 2, count 0
Checking position (7/10) viable, distance 3, count 2
Checking position (5/10) viable, distance 3, count 3
Checking position (8/10) viable, distance 4, count 4
Checking position (8/9) viable, distance 3, count 2
Checking position (8/8) viable, distance 2, count 2
Checking position (8/7) viable, distance 3, count 2
Checking position (8/6) viable, distance 4, count 2
Checking position (7/6) viable, distance 3, count 0
Checking position (4/9) viable, distance 3, count 0
Checking position (4/10) viable, distance 4, count 3
Checking position (7/11) viable, distance 4, count 0
Checking position (8/11) viable, distance 5, count 2
Checking position (5/11) viable, distance 4, count 3
Checking position (4/11) viable, distance 5, count 3
Checking position (8/5) viable, distance 5, count 3
Checking position (7/5) viable, distance 4, count 4
Checking position (6/5) viable, distance 5, count 4
Checking position (3/9) viable, distance 4, count 2
Checking position (3/10) viable, distance 5, count 3
Checking position (3/11) viable, distance 6, count 4
Checking position (7/12) viable, distance 5, count 0
Checking position (8/12) viable, distance 6, count 1
Checking position (6/12) viable, distance 6, count 1
Checking position (5/12) viable, distance 5, count 3
Checking position (4/12) viable, distance 6, count 3
Checking position (3/12) viable, distance 7, count 4
Checking position (8/4) viable, distance 6, count 5
Checking position (7/4) viable, distance 5, count 3
Checking position (6/4) viable, distance 6, count 4
Checking position (5/4) viable, distance 7, count 5
Checking position (5/5) viable, distance 6, count 5
Checking position (5/6) viable, distance 7, count 5
Checking position (2/8) viable, distance 6, count 1
Checking position (2/9) viable, distance 5, count 4
Checking position (2/10) viable, distance 6, count 4
Checking position (2/11) viable, distance 7, count 4
Checking position (2/12) viable, distance 8, count 4
Checking position (7/13) viable, distance 6, count 1
Checking position (8/13) viable, distance 7, count 0
Checking position (6/13) viable, distance 7, count 2
Checking position (5/13) viable, distance 6, count 3
Checking position (4/13) viable, distance 7, count 3
Checking position (3/13) viable, distance 8, count 4
Checking position (2/13) viable, distance 9, count 4
Checking position (8/3) viable, distance 7, count 4
found 43 viable fields
Top 1: Pos(8/10) / Dist 4 / Targets 4
Top 2: Pos(7/5) / Dist 4 / Targets 4
Top 3: Pos(6/5) / Dist 5 / Targets 4
Top 4: Pos(2/9) / Dist 5 / Targets 4
Top 5: Pos(5/10) / Dist 3 / Targets 3
Top 6: Pos(4/10) / Dist 4 / Targets 3
Top 7: Pos(5/11) / Dist 4 / Targets 3
Top 8: Pos(4/11) / Dist 5 / Targets 3
Top 9: Pos(5/12) / Dist 5 / Targets 3
Top 10: Pos(3/10) / Dist 5 / Targets 3
found at least one field to move to (8/10), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (7/9) to (8/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(6/7) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(6/6) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(4/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(5/8) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(6/7) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/8) to (6/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 5
Calculating cost to destination (7/11) cost is 5
Calculating cost to destination (6/12) cost is 7
Calculating cost to destination (5/10) cost is 4
Calculating cost to destination (6/9) cost is 2
Calculating cost to destination (7/10) cost is 4
Calculating cost to destination (7/10) cost is 4
Calculating cost to destination (8/9) cost is 4
Calculating cost to destination (8/11) cost is 6
Calculating cost to destination (2/8) cost is 7
Calculating cost to destination (3/9) cost is 5
found 11 valid attack positions, closest at (6/9) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (2/7) to (2/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 8
Calculating cost to destination (7/11) cost is 10
Calculating cost to destination (6/12) cost is 10
Calculating cost to destination (5/10) cost is 7
Calculating cost to destination (7/10) cost is 9
Calculating cost to destination (7/10) cost is 9
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (8/11) cost is 11
Calculating cost to destination (2/8) cost is 2
Calculating cost to destination (3/9) cost is 4
found 10 valid attack positions, closest at (2/8) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(2/8) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/7) to (7/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 10
Calculating cost to destination (7/11) cost is 6
Calculating cost to destination (6/12) cost is 8
Calculating cost to destination (5/10) cost is 11
Calculating cost to destination (7/10) cost is 5
Calculating cost to destination (7/10) cost is 5
Calculating cost to destination (8/9) cost is 5
Calculating cost to destination (8/11) cost is 7
Calculating cost to destination (3/9) cost is 12
found 9 valid attack positions, closest at (7/10) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/9) to (5/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 3
Calculating cost to destination (7/11) cost is 7
Calculating cost to destination (6/12) cost is 5
Calculating cost to destination (5/10) cost is 2
Calculating cost to destination (8/9) cost is 4
Calculating cost to destination (8/11) cost is 8
Calculating cost to destination (3/9) cost is 3
found 7 valid attack positions, closest at (5/10) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (1/8) to (2/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 8
Calculating cost to destination (7/11) cost is 12
Calculating cost to destination (6/12) cost is 10
Calculating cost to destination (8/9) cost is 11
Calculating cost to destination (8/11) cost is 13
Calculating cost to destination (3/9) cost is 4
found 6 valid attack positions, closest at (3/9) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (8/10)
Maximum Distance for approach is 5
Checking position (8/11) viable, distance 1, count 0
Checking position (8/9) viable, distance 1, count 2
Checking position (7/9) viable, distance 2, count 0
Checking position (7/11) viable, distance 2, count 0
Checking position (8/12) viable, distance 2, count 1
Checking position (7/12) viable, distance 3, count 1
Checking position (8/8) viable, distance 2, count 5
Checking position (7/8) viable, distance 3, count 4
Checking position (6/8) viable, distance 4, count 2
Checking position (6/12) viable, distance 4, count 2
Checking position (8/13) viable, distance 3, count 2
Checking position (7/13) viable, distance 4, count 3
Checking position (6/13) viable, distance 5, count 4
Checking position (8/7) viable, distance 3, count 4
Checking position (7/7) viable, distance 4, count 4
Checking position (6/7) viable, distance 5, count 5
Checking position (5/7) viable, distance 6, count 3
Checking position (5/8) viable, distance 5, count 1
Checking position (5/9) viable, distance 6, count 1
Checking position (5/11) viable, distance 6, count 2
Checking position (5/12) viable, distance 5, count 3
Checking position (5/13) viable, distance 6, count 4
Checking position (8/14) viable, distance 4, count 3
Checking position (7/14) viable, distance 5, count 3
Checking position (6/14) viable, distance 6, count 4
Checking position (5/14) viable, distance 7, count 4
Checking position (8/6) viable, distance 4, count 4
Checking position (7/6) viable, distance 5, count 4
Checking position (6/6) viable, distance 6, count 5
Checking position (5/6) viable, distance 7, count 4
Checking position (4/6) viable, distance 8, count 2
Checking position (4/7) viable, distance 7, count 1
Checking position (4/9) viable, distance 7, count 3
Checking position (4/10) viable, distance 8, count 3
Checking position (4/11) viable, distance 7, count 3
Checking position (4/12) viable, distance 6, count 4
Checking position (4/13) viable, distance 7, count 3
Checking position (4/14) viable, distance 8, count 3
Checking position (8/5) viable, distance 5, count 4
Checking position (7/5) viable, distance 6, count 5
Checking position (6/5) viable, distance 7, count 5
Checking position (5/5) viable, distance 8, count 5
Checking position (4/5) viable, distance 9, count 4
Checking position (3/6) viable, distance 9, count 1
Checking position (3/9) viable, distance 8, count 2
Checking position (3/10) viable, distance 9, count 4
Checking position (3/11) viable, distance 8, count 3
Checking position (3/12) viable, distance 7, count 3
Checking position (3/13) viable, distance 8, count 3
Checking position (3/14) viable, distance 9, count 3
found 47 viable fields
Top 1: Pos(8/8) / Dist 2 / Targets 5
Top 2: Pos(6/7) / Dist 5 / Targets 5
Top 3: Pos(8/7) / Dist 3 / Targets 4
Top 4: Pos(7/8) / Dist 3 / Targets 4
Top 5: Pos(8/6) / Dist 4 / Targets 4
Top 6: Pos(7/7) / Dist 4 / Targets 4
Top 7: Pos(6/13) / Dist 5 / Targets 4
Top 8: Pos(7/6) / Dist 5 / Targets 4
Top 9: Pos(8/5) / Dist 5 / Targets 4
Top 10: Pos(8/14) / Dist 4 / Targets 3
found at least one field to move to (8/8), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (8/9) to (8/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(7/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(3/7) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Top 5: Pos(2/9) / Dist6 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(2/9) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (3/9) to (3/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 5
Calculating cost to destination (7/11) cost is 9
Calculating cost to destination (6/12) cost is 7
Calculating cost to destination (7/8) cost is 6
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (8/9) cost is 8
Calculating cost to destination (3/9) cost is 1
found 7 valid attack positions, closest at (3/9) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(7/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(3/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 5: Pos(3/7) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/11)
Maximum Distance for approach is 5
Checking position (6/12) viable, distance 1, count 1
Checking position (7/12) viable, distance 2, count 1
Checking position (7/11) viable, distance 1, count 0
Checking position (5/11) viable, distance 1, count 1
Checking position (5/12) viable, distance 2, count 2
Checking position (6/13) viable, distance 2, count 3
Checking position (7/13) viable, distance 3, count 2
Checking position (5/13) viable, distance 3, count 3
Checking position (8/13) viable, distance 4, count 1
Checking position (8/12) viable, distance 3, count 1
Checking position (8/11) viable, distance 2, count 0
Checking position (8/10) viable, distance 3, count 0
Checking position (4/10) viable, distance 3, count 1
Checking position (4/11) viable, distance 2, count 2
Checking position (4/12) viable, distance 3, count 3
Checking position (4/13) viable, distance 4, count 4
Checking position (6/14) viable, distance 3, count 3
Checking position (7/14) viable, distance 4, count 2
Checking position (5/14) viable, distance 4, count 3
Checking position (8/14) viable, distance 5, count 2
Checking position (4/14) viable, distance 5, count 4
Checking position (8/9) viable, distance 4, count 2
Checking position (7/9) viable, distance 5, count 0
Checking position (5/9) viable, distance 5, count 1
Checking position (4/9) viable, distance 4, count 1
Checking position (3/10) viable, distance 4, count 2
Checking position (3/11) viable, distance 3, count 4
Checking position (3/12) viable, distance 4, count 4
Checking position (3/13) viable, distance 5, count 4
Checking position (3/14) viable, distance 6, count 4
Checking position (7/8) viable, distance 6, count 4
Checking position (6/8) viable, distance 7, count 3
Checking position (5/8) viable, distance 6, count 1
Checking position (2/9) viable, distance 6, count 0
Checking position (2/10) viable, distance 5, count 3
Checking position (2/11) viable, distance 4, count 3
Checking position (2/12) viable, distance 5, count 3
Checking position (2/13) viable, distance 6, count 4
Checking position (2/14) viable, distance 7, count 4
Checking position (8/7) viable, distance 8, count 4
Checking position (7/7) viable, distance 7, count 4
Checking position (6/7) viable, distance 8, count 5
Checking position (5/7) viable, distance 7, count 3
Checking position (4/7) viable, distance 8, count 1
Checking position (1/8) viable, distance 8, count 0
Checking position (1/9) viable, distance 7, count 1
Checking position (1/10) viable, distance 6, count 4
Checking position (1/11) viable, distance 5, count 4
Checking position (1/12) viable, distance 6, count 3
Checking position (1/13) viable, distance 7, count 3
found 44 viable fields
Top 1: Pos(3/11) / Dist 3 / Targets 4
Top 2: Pos(3/12) / Dist 4 / Targets 4
Top 3: Pos(4/13) / Dist 4 / Targets 4
Top 4: Pos(3/13) / Dist 5 / Targets 4
Top 5: Pos(4/14) / Dist 5 / Targets 4
Top 6: Pos(1/11) / Dist 5 / Targets 4
Top 7: Pos(6/13) / Dist 2 / Targets 3
Top 8: Pos(4/12) / Dist 3 / Targets 3
Top 9: Pos(6/14) / Dist 3 / Targets 3
Top 10: Pos(5/13) / Dist 3 / Targets 3
found at least one field to move to (3/11), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (5/11) to (3/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(2/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing battle effect fumble_stumble, started in battleround 3, duration 1, current round 5, so 4 < 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(7/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(3/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 5: Pos(3/7) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(2/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing battle effect fumble_stumble, started in battleround 4, duration 1, current round 6, so 5 < 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_falldown, started in battleround 4, duration 1, current round 6, so 5 < 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(7/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(3/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 5: Pos(3/7) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(2/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_stumble, started in battleround 5, duration 1, current round 7, so 6 < 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Ilgar on Position 1Adding Char Ardora on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(7/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(3/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 5: Pos(3/7) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(2/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_falldown, started in battleround 6, duration 1, current round 8, so 7 < 8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(2/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(7/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(3/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 5: Pos(3/7) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Pirat lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
zweihaender count is zero, falling back to schwerter
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpLuna: Removing battle effect fumble_selfhurt, started in battleround 7, duration 1, current round 9, so 8 < 9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Luna: Removing durable effect fumble_selfhurt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(7/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(3/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 5: Pos(3/7) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(2/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Berthold on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_weaponlost, started in battleround 8, duration 1, current round 10, so 9 < 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(7/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(3/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 5: Pos(3/7) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(2/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_stumble, started in battleround 9, duration 1, current round 11, so 10 < 11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_stumble, started in battleround 9, duration 1, current round 11, so 10 < 11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Fireno on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(3/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(2/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/8) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(7/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/9) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(4/8) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(3/9) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 5: Pos(3/7) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Pirat on Position 1Adding Char Luna on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Pirat on Position 1Adding Char Luna on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/8) to (7/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/11) cost is 6
Calculating cost to destination (3/10) cost is 4
Calculating cost to destination (4/11) cost is 4
Calculating cost to destination (3/12) cost is 6
Calculating cost to destination (7/8) cost is 2
Calculating cost to destination (8/7) cost is 4
Calculating cost to destination (8/9) cost is 2
found 7 valid attack positions, closest at (7/8) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/10) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/10) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(5/10) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/11) to (4/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/11) cost is 4
Calculating cost to destination (3/10) cost is 2
Calculating cost to destination (4/11) cost is 2
Calculating cost to destination (3/12) cost is 4
Calculating cost to destination (8/7) cost is 6
Calculating cost to destination (8/9) cost is 4
found 6 valid attack positions, closest at (4/11) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/9) to (8/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/11) cost is 6
Calculating cost to destination (3/10) cost is 4
Calculating cost to destination (3/12) cost is 6
Calculating cost to destination (8/7) cost is 6
Calculating cost to destination (8/9) cost is 2
found 5 valid attack positions, closest at (8/9) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(3/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 3: Pos(2/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 4: Pos(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_falldown, started in battleround 11, duration 1, current round 13, so 12 < 13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Pirat on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/11) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(3/9) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(4/8) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 3: Pos(2/8) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 4: Pos(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (3/10) to (3/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/11) cost is 3
Calculating cost to destination (3/10) cost is 1
Calculating cost to destination (3/12) cost is 5
Calculating cost to destination (8/7) cost is 7
found 4 valid attack positions, closest at (3/10) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (4/7) to (8/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/11) cost is 5
Calculating cost to destination (3/12) cost is 7
Calculating cost to destination (8/7) cost is 5
found 3 valid attack positions, closest at (8/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (2/9) to (2/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/11) cost is 3
Calculating cost to destination (3/12) cost is 5
found 2 valid attack positions, closest at (2/11) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (4/9) to (5/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/12) cost is 7
found 1 valid attack positions, closest at (3/12) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Adding Char Pirat on Position 1Adding Char Luna on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (4/12) to (3/12), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/12) cost is 3
found 1 valid attack positions, closest at (3/12) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/11) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/11) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Luna on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/11) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Ardora on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/11) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 6 <= 7
Calculating cost to destination (3/0) unreachable
Calculating cost to destination (4/0) unreachable
Calculating cost to destination (5/0) unreachable
Calculating cost to destination (8/11) unreachable
Calculating cost to destination (8/10) unreachable
Calculating cost to destination (8/9) unreachable
No route to escape, need to fight
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/8) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Tim on Position 1Adding Char Berthold on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Berthold on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is NOT null, reactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is NOT null, using executePostBattleScript
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Laterne (ID 25), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Laterne (ID 25), Uses 1, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory08 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_shield (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_pirateband )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle fpirateband in Scene felsendungeon_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Piratenboss(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Pirat(battle/pirate): 
wurfwaffen count is zero, falling back to schusswaffen
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Piratenboss on Position 1Adding Char Pirat on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(5/5) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(4/5) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(3/5) / Dist3 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/4) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (7/6) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/5) cost is 7
Calculating cost to destination (3/6) cost is 5
Calculating cost to destination (1/1) cost is 12
Calculating cost to destination (2/0) cost is 14
Calculating cost to destination (3/1) cost is 12
Calculating cost to destination (2/2) cost is 10
Calculating cost to destination (4/4) cost is 12
Calculating cost to destination (4/6) cost is 4
Calculating cost to destination (4/3) cost is 11
Calculating cost to destination (5/2) cost is 13
Calculating cost to destination (6/3) cost is 5
Calculating cost to destination (2/4) cost is 8
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (4/4) cost is 12
Calculating cost to destination (4/4) cost is 12
Calculating cost to destination (6/4) cost is 4
Calculating cost to destination (6/5) cost is 3
Calculating cost to destination (5/6) cost is 3
found 18 valid attack positions, closest at (5/6) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ardora is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(5/4) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(5/3) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (9/6) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/5) cost is 15
Calculating cost to destination (3/6) cost is 13
Calculating cost to destination (1/1) cost is 20
Calculating cost to destination (2/0) cost is 22
Calculating cost to destination (3/1) cost is 20
Calculating cost to destination (2/2) cost is 18
Calculating cost to destination (4/4) cost is 20
Calculating cost to destination (4/6) cost is 12
Calculating cost to destination (4/3) cost is 19
Calculating cost to destination (5/2) cost is 21
Calculating cost to destination (6/3) cost is 7
Calculating cost to destination (2/4) cost is 16
Calculating cost to destination (3/3) cost is 18
Calculating cost to destination (4/4) cost is 20
Calculating cost to destination (4/4) cost is 20
Calculating cost to destination (6/4) cost is 6
Calculating cost to destination (6/5) cost is 5
found 17 valid attack positions, closest at (6/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ardora is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (4/6) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 17
Calculating cost to destination (7/5) cost is 15
Calculating cost to destination (6/6) cost is 15
Calculating cost to destination (4/6) cost is 1
Calculating cost to destination (6/6) cost is 15
Calculating cost to destination (5/7) cost is 3
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (8/9) cost is 8
Calculating cost to destination (6/8) cost is 5
Calculating cost to destination (7/7) cost is 13
Calculating cost to destination (7/9) cost is 7
Calculating cost to destination (5/7) cost is 3
Calculating cost to destination (6/6) cost is 15
Calculating cost to destination (7/7) cost is 13
Calculating cost to destination (6/8) cost is 5
found 16 valid attack positions, closest at (4/6) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/4) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 1
Calculating cost to destination (7/5) cost is 3
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (5/7) cost is 11
Calculating cost to destination (8/7) cost is 6
Calculating cost to destination (9/8) cost is 8
Calculating cost to destination (8/9) cost is 10
Calculating cost to destination (6/8) cost is 13
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (7/9) cost is 11
Calculating cost to destination (5/7) cost is 11
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (7/7) cost is 5
Calculating cost to destination (6/8) cost is 13
found 15 valid attack positions, closest at (6/4) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (3/6) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 16
Calculating cost to destination (6/6) cost is 16
Calculating cost to destination (6/6) cost is 16
Calculating cost to destination (5/7) cost is 4
Calculating cost to destination (8/7) cost is 13
Calculating cost to destination (9/8) cost is 11
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (6/8) cost is 6
Calculating cost to destination (7/7) cost is 14
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (5/7) cost is 4
Calculating cost to destination (6/6) cost is 16
Calculating cost to destination (7/7) cost is 14
Calculating cost to destination (6/8) cost is 6
found 14 valid attack positions, closest at (5/7) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (3/5) to (4/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 17
Calculating cost to destination (6/6) cost is 17
Calculating cost to destination (6/6) cost is 17
Calculating cost to destination (8/7) cost is 14
Calculating cost to destination (9/8) cost is 12
Calculating cost to destination (8/9) cost is 10
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (7/7) cost is 15
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (6/6) cost is 17
Calculating cost to destination (7/7) cost is 15
Calculating cost to destination (6/8) cost is 7
found 12 valid attack positions, closest at (6/8) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (6/3) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 4
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (8/7) cost is 7
Calculating cost to destination (9/8) cost is 9
Calculating cost to destination (8/9) cost is 11
Calculating cost to destination (6/8) cost is 10
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (7/9) cost is 12
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (7/7) cost is 6
Calculating cost to destination (6/8) cost is 10
found 12 valid attack positions, closest at (7/5) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (2/2) to (2/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 11
Calculating cost to destination (6/6) cost is 13
Calculating cost to destination (6/6) cost is 13
Calculating cost to destination (8/7) cost is 12
Calculating cost to destination (9/8) cost is 14
Calculating cost to destination (8/9) cost is 14
Calculating cost to destination (6/8) cost is 11
Calculating cost to destination (7/7) cost is 13
Calculating cost to destination (7/9) cost is 13
Calculating cost to destination (6/6) cost is 13
Calculating cost to destination (7/7) cost is 13
Calculating cost to destination (6/8) cost is 11
found 12 valid attack positions, closest at (6/8) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Piratenboss on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(6/4) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(7/4) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/7) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Top 2: Pos(7/4) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (5/8) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 13
Calculating cost to destination (6/6) cost is 13
Calculating cost to destination (6/6) cost is 13
Calculating cost to destination (8/7) cost is 10
Calculating cost to destination (9/8) cost is 8
Calculating cost to destination (8/9) cost is 6
Calculating cost to destination (6/8) cost is 3
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (7/9) cost is 5
Calculating cost to destination (6/6) cost is 13
Calculating cost to destination (7/7) cost is 11
Calculating cost to destination (6/8) cost is 3
found 12 valid attack positions, closest at (6/8) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Piratenboss is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/5) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 1
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (8/7) cost is 4
Calculating cost to destination (9/8) cost is 6
Calculating cost to destination (8/9) cost is 8
Calculating cost to destination (7/7) cost is 3
Calculating cost to destination (7/9) cost is 9
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (7/7) cost is 3
found 10 valid attack positions, closest at (7/5) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Pirat is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (3/6) to (5/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (8/7) cost is 13
Calculating cost to destination (9/8) cost is 11
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (7/7) cost is 14
Calculating cost to destination (7/9) cost is 8
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (7/7) cost is 14
found 9 valid attack positions, closest at (7/9) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Piratenboss on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/9) to (7/9), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (9/8) cost is 6
Calculating cost to destination (8/9) cost is 4
Calculating cost to destination (7/7) cost is 9
Calculating cost to destination (7/9) cost is 3
Calculating cost to destination (6/6) cost is 11
Calculating cost to destination (7/7) cost is 9
found 9 valid attack positions, closest at (7/9) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Piratenboss is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Piratenboss on Position 1Adding Char Fireno on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Piratenboss on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPiratenboss: Removing battle effect fumble_stumble, started in battleround 5, duration 1, current round 7, so 6 < 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Piratenboss: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 9 <= 10
Calculating cost to destination (5/11) cost is 13
Calculating cost to destination (4/11) cost is 14
Calculating cost to destination (3/11) cost is 15
Calculating cost to destination (11/4) cost is 8
Calculating cost to destination (11/5) cost is 7
Calculating cost to destination (11/3) cost is 9
Escaping right away at (11/5)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (7/6) to (11/5), escaping: True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(5/5) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(6/4) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/5) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/5) / Dist3 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/4) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/5) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 2
Calculating cost to destination (8/7) cost is 5
Calculating cost to destination (9/8) cost is 7
Calculating cost to destination (8/9) cost is 9
Calculating cost to destination (7/7) cost is 4
Calculating cost to destination (6/6) cost is 2
Calculating cost to destination (7/7) cost is 4
found 7 valid attack positions, closest at (6/6) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/6) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/7) cost is 3
Calculating cost to destination (9/8) cost is 5
Calculating cost to destination (8/9) cost is 7
Calculating cost to destination (7/7) cost is 2
Calculating cost to destination (7/7) cost is 2
found 5 valid attack positions, closest at (7/7) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Piratenboss on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Can not play a disabled audio source
 
(Filename:  Line: 1469)

Coroutine couldn't be started because the the game object 'NPC Pirat(battle/pirate)' is inactive!
 
(Filename:  Line: 824)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (8/8)
Maximum Distance for approach is 5
Checking position (8/9) viable, distance 1, count 0
Checking position (9/9) viable, distance 2, count 1
Checking position (9/8) viable, distance 1, count 0
Checking position (9/7) viable, distance 2, count 2
Checking position (8/7) viable, distance 1, count 0
Checking position (8/10) viable, distance 2, count 0
Checking position (9/10) viable, distance 3, count 1
Checking position (7/10) viable, distance 3, count 0
Checking position (10/10) viable, distance 4, count 1
Checking position (10/9) viable, distance 3, count 1
Checking position (10/8) viable, distance 2, count 2
Checking position (10/7) viable, distance 3, count 3
Checking position (10/6) viable, distance 4, count 3
Checking position (9/6) viable, distance 3, count 3
Checking position (8/6) viable, distance 2, count 2
Checking position (7/6) viable, distance 3, count 0
Checking position (8/11) viable, distance 3, count 1
Checking position (9/11) viable, distance 4, count 1
Checking position (7/11) viable, distance 4, count 2
Checking position (10/11) viable, distance 5, count 1
Checking position (6/9) viable, distance 5, count 0
Checking position (6/10) viable, distance 4, count 2
Checking position (6/11) viable, distance 5, count 4
Checking position (11/11) viable, distance 6, count 1
Checking position (11/10) viable, distance 5, count 1
Checking position (11/9) viable, distance 4, count 1
Checking position (11/8) viable, distance 3, count 3
Checking position (11/7) viable, distance 4, count 3
Checking position (11/6) viable, distance 5, count 3
Checking position (11/5) viable, distance 6, count 3
Checking position (10/5) viable, distance 5, count 3
Checking position (9/5) viable, distance 4, count 3
Checking position (8/5) viable, distance 3, count 3
Checking position (7/5) viable, distance 4, count 2
Checking position (6/5) viable, distance 5, count 0
Checking position (5/8) viable, distance 7, count 0
Checking position (5/9) viable, distance 6, count 3
Checking position (5/10) viable, distance 5, count 4
Checking position (5/11) viable, distance 6, count 4
Checking position (11/4) viable, distance 7, count 3
Checking position (10/4) viable, distance 6, count 3
Checking position (9/4) viable, distance 5, count 3
Checking position (8/4) viable, distance 4, count 3
Checking position (7/4) viable, distance 5, count 3
Checking position (6/4) viable, distance 6, count 2
Checking position (5/4) viable, distance 7, count 0
Checking position (4/7) viable, distance 9, count 0
Checking position (4/8) viable, distance 8, count 3
Checking position (4/9) viable, distance 7, count 4
Checking position (4/10) viable, distance 6, count 4
found 39 viable fields
Top 1: Pos(6/11) / Dist 5 / Targets 4
Top 2: Pos(5/10) / Dist 5 / Targets 4
Top 3: Pos(9/6) / Dist 3 / Targets 3
Top 4: Pos(10/7) / Dist 3 / Targets 3
Top 5: Pos(8/5) / Dist 3 / Targets 3
Top 6: Pos(11/8) / Dist 3 / Targets 3
Top 7: Pos(8/4) / Dist 4 / Targets 3
Top 8: Pos(11/7) / Dist 4 / Targets 3
Top 9: Pos(9/5) / Dist 4 / Targets 3
Top 10: Pos(10/6) / Dist 4 / Targets 3
found at least one field to move to (6/11), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Pirat in state current following path from (8/9) to (6/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/9) / Dist2 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(4/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (7/8)
Maximum Distance for approach is 5
Checking position (8/9) viable, distance 2, count 1
Checking position (8/8) viable, distance 1, count 0
Checking position (8/7) viable, distance 2, count 1
Checking position (8/10) viable, distance 3, count 0
Checking position (9/10) viable, distance 4, count 2
Checking position (9/9) viable, distance 3, count 2
Checking position (9/8) viable, distance 2, count 2
Checking position (7/10) viable, distance 4, count 0
Checking position (9/7) viable, distance 3, count 3
Checking position (9/6) viable, distance 4, count 4
Checking position (8/6) viable, distance 3, count 2
Checking position (7/6) viable, distance 4, count 0
Checking position (8/11) viable, distance 4, count 1
Checking position (9/11) viable, distance 5, count 2
Checking position (7/11) viable, distance 5, count 2
Checking position (10/11) viable, distance 6, count 2
Checking position (10/10) viable, distance 5, count 2
Checking position (10/9) viable, distance 4, count 2
Checking position (10/8) viable, distance 3, count 2
Checking position (10/7) viable, distance 4, count 4
Checking position (6/9) viable, distance 6, count 0
Checking position (6/10) viable, distance 5, count 2
Checking position (10/6) viable, distance 5, count 4
Checking position (10/5) viable, distance 6, count 4
Checking position (9/5) viable, distance 5, count 4
Checking position (8/5) viable, distance 4, count 3
Checking position (7/5) viable, distance 5, count 2
Checking position (6/5) viable, distance 6, count 0
Checking position (11/11) viable, distance 7, count 2
Checking position (11/10) viable, distance 6, count 2
Checking position (11/9) viable, distance 5, count 2
Checking position (11/8) viable, distance 4, count 3
Checking position (11/7) viable, distance 5, count 4
Checking position (11/6) viable, distance 6, count 4
Checking position (5/8) viable, distance 8, count 0
Checking position (5/9) viable, distance 7, count 3
Checking position (5/10) viable, distance 6, count 4
Checking position (5/11) viable, distance 7, count 4
Checking position (11/5) viable, distance 7, count 4
Checking position (11/4) viable, distance 8, count 4
Checking position (10/4) viable, distance 7, count 4
Checking position (9/4) viable, distance 6, count 3
Checking position (8/4) viable, distance 5, count 3
Checking position (7/4) viable, distance 6, count 3
Checking position (6/4) viable, distance 7, count 2
Checking position (5/4) viable, distance 8, count 0
Checking position (4/8) viable, distance 9, count 3
Checking position (4/9) viable, distance 8, count 4
Checking position (4/10) viable, distance 7, count 4
Checking position (4/11) viable, distance 8, count 4
found 42 viable fields
Top 1: Pos(9/6) / Dist 4 / Targets 4
Top 2: Pos(10/7) / Dist 4 / Targets 4
Top 3: Pos(10/6) / Dist 5 / Targets 4
Top 4: Pos(9/5) / Dist 5 / Targets 4
Top 5: Pos(11/7) / Dist 5 / Targets 4
Top 6: Pos(9/7) / Dist 3 / Targets 3
Top 7: Pos(8/5) / Dist 4 / Targets 3
Top 8: Pos(11/8) / Dist 4 / Targets 3
Top 9: Pos(8/4) / Dist 5 / Targets 3
Top 10: Pos(9/8) / Dist 2 / Targets 2
found at least one field to move to (9/6), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Piratenboss in state current following path from (8/7) to (9/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(7/9) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(5/5) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (8/9) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/10) to (7/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 4
Calculating cost to destination (6/10) cost is 2
Calculating cost to destination (7/11) cost is 2
Calculating cost to destination (8/6) cost is 4
Calculating cost to destination (9/5) cost is 6
Calculating cost to destination (10/6) cost is 6
Calculating cost to destination (9/7) cost is 4
found 7 valid attack positions, closest at (7/11) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Piratenboss on Position 1Adding Char Pirat on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/11) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(5/5) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(7/11) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(4/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Piratenboss on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(4/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/11) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(5/5) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(7/11) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Piratenboss on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(4/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/11) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(5/5) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(7/11) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Piratenboss on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Pirat on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(5/5) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(7/11) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(4/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/11) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Ilgar on Position 2Adding Char Piratenboss on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 6 <= 10
Calculating cost to destination (5/11) unreachable
Calculating cost to destination (4/11) unreachable
Calculating cost to destination (3/11) unreachable
Calculating cost to destination (11/4) unreachable
Calculating cost to destination (11/5) unreachable
Calculating cost to destination (11/3) unreachable
No route to escape, need to fight
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/11) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(5/5) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(7/11) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(4/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPiratenboss: Removing battle effect fumble_stumble, started in battleround 12, duration 1, current round 14, so 13 < 14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Piratenboss: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 6 <= 10
Calculating cost to destination (5/11) unreachable
Calculating cost to destination (4/11) unreachable
Calculating cost to destination (3/11) unreachable
Calculating cost to destination (11/4) unreachable
Calculating cost to destination (11/5) unreachable
Calculating cost to destination (11/3) unreachable
No route to escape, need to fight
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(4/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/11) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(5/5) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(7/11) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Piratenboss on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 6 <= 10
Calculating cost to destination (5/11) unreachable
Calculating cost to destination (4/11) unreachable
Calculating cost to destination (3/11) unreachable
Calculating cost to destination (11/4) unreachable
Calculating cost to destination (11/5) unreachable
Calculating cost to destination (11/3) unreachable
No route to escape, need to fight
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/11) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(4/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(5/5) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(7/11) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Frija on Position 1Adding Char Berthold on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Piratenboss on Position 1Adding Char Pirat on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(4/6) / Dist5 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(7/7) / Dist2 / Targetid3: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(5/5) / Dist4 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(7/11) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/7)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/10) unreachable
Calculating cost to destination (8/11) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (8/7) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (5/8) unreachable
Calculating cost to destination (7/8) unreachable
Calculating cost to destination (6/9) unreachable
Calculating cost to destination (5/6) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (7/6) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (6/5) unreachable
Calculating cost to destination (5/6) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (6/5) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 10
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (8/6) cost is 4
Calculating cost to destination (9/5) cost is 4
Calculating cost to destination (10/6) cost is 6
Calculating cost to destination (9/7) cost is 6
found 6 valid attack positions, closest at (8/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/6) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 6
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (9/5) cost is 6
Calculating cost to destination (10/6) cost is 8
Calculating cost to destination (9/7) cost is 10
found 5 valid attack positions, closest at (9/5) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Piratenboss on Position 0Adding Char Pirat on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/11) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(8/6) / Dist5 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 11, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(8/5) / Dist2 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/5) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (6/10) cost is 11
Calculating cost to destination (9/5) cost is 1
Calculating cost to destination (10/6) cost is 3
Calculating cost to destination (9/7) cost is 5
found 5 valid attack positions, closest at (9/5) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Piratenboss on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Piratenboss on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/8) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(5/7) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Top 4: Pos(8/6) / Dist5 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/11) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/8) to (6/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 4
Calculating cost to destination (6/10) cost is 4
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (9/7) cost is 8
found 4 valid attack positions, closest at (6/10) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/7) to (5/10), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 6
Calculating cost to destination (10/6) cost is 8
Calculating cost to destination (9/7) cost is 10
found 3 valid attack positions, closest at (5/11) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/7) to (9/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 8
Calculating cost to destination (10/6) cost is 4
Calculating cost to destination (9/7) cost is 2
found 3 valid attack positions, closest at (9/7) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/8) to (10/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 6
Calculating cost to destination (10/6) cost is 6
found 2 valid attack positions, closest at (10/6) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Piratenboss on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(10/7) / Dist4 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(9/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/10) / Dist4 / Targetid5: DSA.Model.BattleCharacter
Top 2: Pos(6/10) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (10/6) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 11
Calculating cost to destination (10/6) cost is 1
found 2 valid attack positions, closest at (10/6) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (5/11) to (5/11), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/11) cost is 1
found 1 valid attack positions, closest at (5/11) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Ilgar on Position 1Adding Char Piratenboss on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Piratenboss canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Piratenboss ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(6/10) / Dist4 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Piratenboss from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Piratenboss) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Piratenboss is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Piratenboss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Ardora on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ardora on Position 1Adding Char Luna on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Adding Char Luna on Position 1Adding Char Frija on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Adding Char Pirat on Position 1Adding Char Tim on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpPirat: Removing battle effect fumble_stumble, started in battleround 21, duration 1, current round 23, so 22 < 23
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Pirat: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Ardora on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Pirat on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ardora on Position 1Adding Char Pirat on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Pirat canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Pirat ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping because of low cLE: 5 <= 7
Calculating cost to destination (5/11) unreachable
Calculating cost to destination (4/11) unreachable
Calculating cost to destination (3/11) unreachable
Calculating cost to destination (11/4) unreachable
Calculating cost to destination (11/5) unreachable
Calculating cost to destination (11/3) unreachable
No route to escape, need to fight
choosing throwing as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(9/7) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Pirat from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Durableeffect dying activateInterval diefurther every 0.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Pirat) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Pirat is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Pirat
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Fireno on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing PostBattleScript for fpirateband:
var battleresult = 'victory';
if( battleresult == "victory" ) setSpecialState("pirates",2);
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 2_stairup2, Moving to coordinates (133.3, 1.5, -39.8)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_dragon )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

removing 1 Items of id 201
Skipping slot inventory01 because it doesn't contain item 201
Skipping slot inventory02 because it doesn't contain item 201
Skipping slot inventory03 because it doesn't contain item 201
Skipping slot inventory04 because it doesn't contain item 201
Skipping slot inventory05 because it doesn't contain item 201
Skipping slot inventory06 because it doesn't contain item 201
Skipping slot inventory07 because it doesn't contain item 201
Skipping slot inventory08 because it doesn't contain item 201
Skipping slot inventory09 because it doesn't contain item 201
Skipping slot inventory10 because it doesn't contain item 201
Skipping slot inventory11 because it doesn't contain item 201
Skipping slot inventory12 because it doesn't contain item 201
Skipping slot inventory13 because it doesn't contain item 201
Skipping slot inventory14 because it doesn't contain item 201
Skipping slot inventory15 because it doesn't contain item 201
Skipping slot inventory16 because it doesn't contain item 201
Skipping slot inventory17 because it doesn't contain item 201
Skipping slot inventory18 because it doesn't contain item 201
Skipping slot belly because of notequipped
Skipping slot chest because of notequipped
Skipping slot coat because of notequipped
Skipping slot head because of notequipped
Skipping slot leftarm because of notequipped
Skipping slot leftring because of notequipped
Skipping slot leg because of notequipped
Skipping slot neck because of notequipped
Skipping slot rightarm because of notequipped
Skipping slot rightring because of notequipped
Skipping slot shield because of notequipped
Skipping slot shoe because of notequipped
Skipping slot underleg because of notequipped
Skipping slot upperarm because of notequipped
Skipping slot weapon because of notequipped
Skipping slot inventory19 because it doesn't contain item 201
Removing 1 items from slot inventory20, slot is now empty
Done searching, remaining count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Setting Cavedragon new state to gone
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene rest_dungeon
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick leichte_spannung_rm from List rest, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Entering Camp with onenterscript 
function OnGuard(){}

function OnSleep(){}

function OnLeave(){}

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/camp.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing nonbattle effect healattempt, started at 410.9622, duration 0.3333333, current time 411.3269, so 411.2956 < 411.3269
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect healattempt
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Weatherforecast for 412.0024 season 2 area general: WeatherForecast[ Clouds none Wind none Rain none, Temp 20 - 34 = uwsValue 10 ]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_1 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 11, original cost 4, effective cost 4, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Wurfdolch (ID 10218), Uses 0, Count 1, broken False, BF 4, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory11 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character E (UnityEngine.BoxCollider) (Character E), container Character E (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character E (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Tim, cAE current 6, original cost 5, effective cost 5, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_dragon )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_stairup1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 2_stairup1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 1_stairdn1, Moving to coordinates (87.2, 0.7, -39.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_lever )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Opening Dungeondoor Dio
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_f12923 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle f12923 in Scene felsendungeon_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass hiebwaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass stichwaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Skelett on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (4/4) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/8) cost is 8
Calculating cost to destination (8/9) cost is 10
Calculating cost to destination (7/10) cost is 10
Calculating cost to destination (8/7) cost is 8
Calculating cost to destination (10/7) cost is 10
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (9/8) cost is 10
Calculating cost to destination (10/7) cost is 10
Calculating cost to destination (11/8) cost is 12
Calculating cost to destination (8/6) cost is 7
Calculating cost to destination (9/5) cost is 7
Calculating cost to destination (10/6) cost is 9
Calculating cost to destination (5/9) cost is 7
Calculating cost to destination (6/8) cost is 7
Calculating cost to destination (6/10) cost is 9
Calculating cost to destination (8/10) cost is 11
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (10/10) cost is 15
Calculating cost to destination (9/11) cost is 13
Calculating cost to destination (9/9) cost is 11
Calculating cost to destination (11/9) cost is 13
Calculating cost to destination (10/10) cost is 15
found 22 valid attack positions, closest at (9/5) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (5/2) to (6/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (8/9) cost is 11
Calculating cost to destination (7/10) cost is 11
Calculating cost to destination (8/7) cost is 9
Calculating cost to destination (10/7) cost is 11
Calculating cost to destination (9/8) cost is 11
Calculating cost to destination (9/8) cost is 11
Calculating cost to destination (10/7) cost is 11
Calculating cost to destination (11/8) cost is 13
Calculating cost to destination (8/6) cost is 8
Calculating cost to destination (10/6) cost is 10
Calculating cost to destination (5/9) cost is 8
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (8/10) cost is 12
Calculating cost to destination (9/9) cost is 12
Calculating cost to destination (10/10) cost is 16
Calculating cost to destination (9/11) cost is 14
Calculating cost to destination (9/9) cost is 12
Calculating cost to destination (11/9) cost is 14
Calculating cost to destination (10/10) cost is 16
found 21 valid attack positions, closest at (6/8) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (2/1) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/8) cost is 13
Calculating cost to destination (8/9) cost is 15
Calculating cost to destination (7/10) cost is 15
Calculating cost to destination (8/7) cost is 13
Calculating cost to destination (10/7) cost is 15
Calculating cost to destination (9/8) cost is 15
Calculating cost to destination (9/8) cost is 15
Calculating cost to destination (10/7) cost is 15
Calculating cost to destination (11/8) cost is 17
Calculating cost to destination (8/6) cost is 12
Calculating cost to destination (10/6) cost is 14
Calculating cost to destination (5/9) cost is 12
Calculating cost to destination (6/10) cost is 14
Calculating cost to destination (8/10) cost is 16
Calculating cost to destination (9/9) cost is 16
Calculating cost to destination (10/10) cost is 20
Calculating cost to destination (9/11) cost is 18
Calculating cost to destination (9/9) cost is 16
Calculating cost to destination (11/9) cost is 18
Calculating cost to destination (10/10) cost is 20
found 20 valid attack positions, closest at (8/6) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(6/9) / Dist7 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(9/10) / Dist8 / Targetid5: DSA.Model.BattleCharacter
Top 3: Pos(9/7) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Top 4: Pos(10/9) / Dist9 / Targetid6: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Fireno, cAE current 34, original cost 6, effective cost 6, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell kraehenruf doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

every Crow attacks:
Crow 1, Attack missed (19)
Crow 2, Attack missed (20)
Crow 3, Normal AT, doing 2 Damage
Crow 4, Attack missed (9)
Crow 5, Normal AT, doing 2 Damage
Crow 6, Attack missed (20)
Crow 7, Attack missed (11)
Crow 8, Attack missed (10)
Crow 9, Attack missed (17)
Crow 10, Normal AT, doing 2 Damage
Crow 11, Normal AT, doing 5 Damage
Crow 12, Normal AT, doing 1 Damage
Crow 13, Attack missed (17)
Crow 14, Attack missed (10)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Luna, cAE current 16, original cost 11, effective cost 11, delta 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Adding Char Ilgar on Position 1Adding Char Berthold on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (11/8) to (11/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (8/5) cost is 6
Calculating cost to destination (9/4) cost is 8
Calculating cost to destination (10/5) cost is 6
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (6/3) cost is 10
Calculating cost to destination (7/4) cost is 8
Calculating cost to destination (6/5) cost is 8
Calculating cost to destination (0/2) cost is 17
Calculating cost to destination (1/1) cost is 17
Calculating cost to destination (2/2) cost is 15
Calculating cost to destination (1/3) cost is 15
found 11 valid attack positions, closest at (10/5) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Spell fulminictus doesn't need settings, 0 - 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MagicSkill execute _caster Ilgar, cAE current 18, original cost 6, effective cost 14, delta -8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Tim on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (8/5) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/4) cost is 6
Calculating cost to destination (6/3) cost is 6
Calculating cost to destination (7/4) cost is 4
Calculating cost to destination (6/5) cost is 4
Calculating cost to destination (0/2) cost is 13
Calculating cost to destination (1/1) cost is 13
Calculating cost to destination (2/2) cost is 11
Calculating cost to destination (1/3) cost is 11
found 8 valid attack positions, closest at (7/4) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (9/9) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (6/3) cost is 10
Calculating cost to destination (7/4) cost is 8
Calculating cost to destination (6/5) cost is 8
Calculating cost to destination (0/2) cost is 17
Calculating cost to destination (1/1) cost is 17
Calculating cost to destination (2/2) cost is 15
Calculating cost to destination (1/3) cost is 15
found 8 valid attack positions, closest at (7/4) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (9/6) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/4) cost is 7
Calculating cost to destination (6/3) cost is 7
Calculating cost to destination (7/4) cost is 5
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (0/2) cost is 14
Calculating cost to destination (1/1) cost is 14
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (1/3) cost is 12
found 8 valid attack positions, closest at (7/4) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (7/5) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/8) cost is 5
Calculating cost to destination (8/9) cost is 7
Calculating cost to destination (7/10) cost is 9
Calculating cost to destination (9/4) cost is 3
Calculating cost to destination (10/5) cost is 5
Calculating cost to destination (9/6) cost is 7
Calculating cost to destination (9/8) cost is 7
Calculating cost to destination (10/7) cost is 7
Calculating cost to destination (11/8) cost is 9
Calculating cost to destination (10/9) cost is 9
Calculating cost to destination (7/5) cost is 2
Calculating cost to destination (8/4) cost is 2
Calculating cost to destination (5/9) cost is 6
Calculating cost to destination (6/8) cost is 4
Calculating cost to destination (6/10) cost is 8
Calculating cost to destination (7/6) cost is 3
Calculating cost to destination (9/6) cost is 7
Calculating cost to destination (8/7) cost is 5
Calculating cost to destination (10/6) cost is 6
Calculating cost to destination (11/5) cost is 6
Calculating cost to destination (11/7) cost is 8
found 21 valid attack positions, closest at (7/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 6
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(6/9) / Dist7 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/9) / Dist7 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(10/8) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/8) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (7/4) cost is 7
Calculating cost to destination (7/6) cost is 3
Calculating cost to destination (0/2) cost is 14
Calculating cost to destination (1/1) cost is 14
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (1/3) cost is 12
found 7 valid attack positions, closest at (7/6) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/8) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 4
Calculating cost to destination (7/4) cost is 6
Calculating cost to destination (0/2) cost is 13
Calculating cost to destination (1/1) cost is 13
Calculating cost to destination (2/2) cost is 11
Calculating cost to destination (1/3) cost is 11
found 6 valid attack positions, closest at (6/5) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (9/6) to (9/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 7
Calculating cost to destination (7/4) cost is 7
Calculating cost to destination (0/2) cost is 14
Calculating cost to destination (1/1) cost is 14
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (1/3) cost is 12
found 6 valid attack positions, closest at (7/4) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (10/7) to (10/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (7/4) cost is 9
Calculating cost to destination (0/2) cost is 16
Calculating cost to destination (1/1) cost is 16
Calculating cost to destination (2/2) cost is 14
Calculating cost to destination (1/3) cost is 14
found 6 valid attack positions, closest at (7/4) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (11/5) to (9/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 10
Calculating cost to destination (7/4) cost is 8
Calculating cost to destination (0/2) cost is 15
Calculating cost to destination (1/1) cost is 15
Calculating cost to destination (2/2) cost is 13
Calculating cost to destination (1/3) cost is 13
found 6 valid attack positions, closest at (7/4) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (8/6) to (8/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 9
Calculating cost to destination (7/4) cost is 11
Calculating cost to destination (0/2) cost is 16
Calculating cost to destination (1/1) cost is 16
Calculating cost to destination (2/2) cost is 14
Calculating cost to destination (1/3) cost is 14
found 6 valid attack positions, closest at (6/5) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Ilgar on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 5 Enemies with line of sight
Top 1: Pos(6/6) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(7/6) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(9/3) / Dist8 / Targetid6: DSA.Model.BattleCharacter
Top 4: Pos(9/4) / Dist8 / Targetid5: DSA.Model.BattleCharacter
Top 5: Pos(10/5) / Dist9 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/5) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/5) cost is 1
Calculating cost to destination (7/4) cost is 3
Calculating cost to destination (0/2) cost is 10
Calculating cost to destination (1/1) cost is 10
Calculating cost to destination (2/2) cost is 8
Calculating cost to destination (1/3) cost is 8
found 6 valid attack positions, closest at (6/5) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (7/7) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/4) cost is 9
Calculating cost to destination (0/2) cost is 14
Calculating cost to destination (1/1) cost is 14
Calculating cost to destination (2/2) cost is 12
Calculating cost to destination (1/3) cost is 12
found 5 valid attack positions, closest at (7/4) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/6) to (9/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/4) cost is 14
Calculating cost to destination (0/2) cost is 19
Calculating cost to destination (1/1) cost is 19
Calculating cost to destination (2/2) cost is 17
Calculating cost to destination (1/3) cost is 17
found 5 valid attack positions, closest at (7/4) (dist: 14), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (8/4) to (7/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/4) cost is 2
Calculating cost to destination (0/2) cost is 11
Calculating cost to destination (1/1) cost is 11
Calculating cost to destination (2/2) cost is 9
Calculating cost to destination (1/3) cost is 9
found 5 valid attack positions, closest at (7/4) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (8/3) to (4/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 10
Calculating cost to destination (1/1) cost is 10
Calculating cost to destination (2/2) cost is 8
Calculating cost to destination (1/3) cost is 8
found 4 valid attack positions, closest at (2/2) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(4/3) / Dist3 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(6/5) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 3: Pos(7/7) / Dist6 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (3/3) to (2/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 5
Calculating cost to destination (1/1) cost is 5
Calculating cost to destination (2/2) cost is 3
Calculating cost to destination (1/3) cost is 3
found 4 valid attack positions, closest at (2/2) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (9/5) to (8/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 13
Calculating cost to destination (1/1) cost is 13
Calculating cost to destination (1/3) cost is 11
found 3 valid attack positions, closest at (1/3) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (6/7) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 12
Calculating cost to destination (1/1) cost is 12
Calculating cost to destination (1/3) cost is 10
found 3 valid attack positions, closest at (1/3) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing battle effect fumble_falldown, started in battleround 3, duration 1, current round 5, so 4 < 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/5) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/7) / Dist5 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/3) to (6/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 10
Calculating cost to destination (1/1) cost is 10
Calculating cost to destination (1/3) cost is 8
found 3 valid attack positions, closest at (1/3) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (4/6) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 10
Calculating cost to destination (1/1) cost is 10
Calculating cost to destination (1/3) cost is 8
found 3 valid attack positions, closest at (1/3) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(4/6) / Dist4 / Targetid1: DSA.Model.BattleCharacter
Top 2: Pos(6/5) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/3) to (3/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 7
Calculating cost to destination (1/1) cost is 7
Calculating cost to destination (1/3) cost is 5
found 3 valid attack positions, closest at (1/3) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (3/5) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 8
Calculating cost to destination (1/1) cost is 8
Calculating cost to destination (1/3) cost is 6
found 3 valid attack positions, closest at (1/3) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(3/5) / Dist3 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (2/3) to (1/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 4
Calculating cost to destination (1/1) cost is 4
Calculating cost to destination (1/3) cost is 2
found 3 valid attack positions, closest at (1/3) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (3/4) to (3/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 6
Calculating cost to destination (1/1) cost is 6
found 2 valid attack positions, closest at (1/1) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Luna on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(6/5) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Adding Char Ilgar on Position 1Adding Char Frija on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/4) to (5/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 9
Calculating cost to destination (1/1) cost is 9
found 2 valid attack positions, closest at (1/1) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Frija in state current following path from (2/1) to (1/1), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 5
Calculating cost to destination (1/1) cost is 3
found 2 valid attack positions, closest at (1/1) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (6/4) to (2/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 9
found 1 valid attack positions, closest at (0/2) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/5) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 11
found 1 valid attack positions, closest at (0/2) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpIlgar: Removing battle effect fumble_stumble, started in battleround 7, duration 1, current round 9, so 8 < 9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Ilgar: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(5/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Berthold is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (6/6) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 11
found 1 valid attack positions, closest at (0/2) (dist: 11), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/3) to (3/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 10
found 1 valid attack positions, closest at (0/2) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (1/4) to (0/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/2) cost is 4
found 1 valid attack positions, closest at (0/2) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(3/4) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(3/4) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(3/4) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(3/4) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Luna on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(3/4) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(3/4) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Fireno on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(3/4) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(3/4) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(3/4) / Dist2 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(5/5) / Dist4 / Targetid3: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_13 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle f12923
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestClicked( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc chestOpened( 1_1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Call to chestOpened( 1_1 ) Invalid Operation: System.InvalidOperationException: 'chestOpened' is not a function.

  at Jurassic.ScriptEngine.CallGlobalFunction (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at Jurassic.ScriptEngine.CallGlobalFunction[Boolean] (System.String functionName, System.Object[] argumentValues) [0x00000] in <filename unknown>:0 

  at LocationView.enginereturn[Boolean] (System.String funcname, System.Object[] param) [0x00000] in <filename unknown>:0 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_13 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Saving to C:\Users\HSishi\Documents/BladeofDestiny/save/quick.dsa1save
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

winFocusStack already contains MessageboxCtrl, removing and adding as uppermost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_f12927 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle f12927 in Scene felsendungeon_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
aexte count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Mumie(battle/zombie_strong): 
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Mumie(battle/zombie_strong), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (7/8) to (5/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/5) cost is 11
Calculating cost to destination (1/4) cost is 13
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (1/6) cost is 9
Calculating cost to destination (0/3) cost is 13
Calculating cost to destination (1/2) cost is 13
Calculating cost to destination (2/3) cost is 13
Calculating cost to destination (1/4) cost is 13
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (5/4) cost is 7
Calculating cost to destination (4/5) cost is 7
Calculating cost to destination (1/4) cost is 13
Calculating cost to destination (2/3) cost is 13
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (2/3) cost is 13
Calculating cost to destination (3/2) cost is 11
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (4/5) cost is 7
Calculating cost to destination (5/4) cost is 7
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (5/6) cost is 5
Calculating cost to destination (2/1) cost is 13
Calculating cost to destination (3/0) cost is 13
Calculating cost to destination (4/1) cost is 11
Calculating cost to destination (3/2) cost is 11
found 28 valid attack positions, closest at (5/6) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (6/9) to (6/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/5) cost is 11
Calculating cost to destination (1/4) cost is 13
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (1/6) cost is 9
Calculating cost to destination (0/3) cost is 13
Calculating cost to destination (1/2) cost is 13
Calculating cost to destination (2/3) cost is 13
Calculating cost to destination (1/4) cost is 13
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (5/4) cost is 7
Calculating cost to destination (4/5) cost is 7
Calculating cost to destination (1/4) cost is 13
Calculating cost to destination (2/3) cost is 13
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (2/5) cost is 9
Calculating cost to destination (2/3) cost is 13
Calculating cost to destination (3/2) cost is 11
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (3/4) cost is 9
Calculating cost to destination (4/5) cost is 7
Calculating cost to destination (5/4) cost is 7
Calculating cost to destination (6/5) cost is 5
Calculating cost to destination (2/1) cost is 13
Calculating cost to destination (3/0) cost is 13
Calculating cost to destination (4/1) cost is 11
Calculating cost to destination (3/2) cost is 11
found 27 valid attack positions, closest at (6/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (8/10) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/5) cost is 14
Calculating cost to destination (1/4) cost is 16
Calculating cost to destination (2/5) cost is 12
Calculating cost to destination (1/6) cost is 12
Calculating cost to destination (0/3) cost is 16
Calculating cost to destination (1/2) cost is 16
Calculating cost to destination (2/3) cost is 16
Calculating cost to destination (1/4) cost is 16
Calculating cost to destination (3/4) cost is 12
Calculating cost to destination (4/3) cost is 12
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (4/5) cost is 10
Calculating cost to destination (1/4) cost is 16
Calculating cost to destination (2/3) cost is 16
Calculating cost to destination (3/4) cost is 12
Calculating cost to destination (2/5) cost is 12
Calculating cost to destination (2/3) cost is 16
Calculating cost to destination (3/2) cost is 14
Calculating cost to destination (4/3) cost is 12
Calculating cost to destination (3/4) cost is 12
Calculating cost to destination (4/5) cost is 10
Calculating cost to destination (5/4) cost is 10
Calculating cost to destination (2/1) cost is 16
Calculating cost to destination (3/0) cost is 16
Calculating cost to destination (4/1) cost is 14
Calculating cost to destination (3/2) cost is 14
found 26 valid attack positions, closest at (4/5) (dist: 10), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (9/7) to (5/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (0/5) cost is 14
Calculating cost to destination (1/4) cost is 16
Calculating cost to destination (2/5) cost is 12
Calculating cost to destination (1/6) cost is 12
Calculating cost to destination (0/3) cost is 16
Calculating cost to destination (1/2) cost is 14
Calculating cost to destination (2/3) cost is 14
Calculating cost to destination (1/4) cost is 16
Calculating cost to destination (3/4) cost is 12
Calculating cost to destination (4/3) cost is 10
Calculating cost to destination (5/4) cost is 8
Calculating cost to destination (4/5) cost is 10
Calculating cost to destination (1/4) cost is 16
Calculating cost to destination (2/3) cost is 14
Calculating cost to destination (3/4) cost is 12
Calculating cost to destination (2/5) cost is 12
Calculating cost to destination (2/3) cost is 14
Calculating cost to destination (3/2) cost is 12
Calculating cost to destination (4/3) cost is 10
Calculating cost to destination (3/4) cost is 12
Calculating cost to destination (4/5) cost is 10
Calculating cost to destination (5/4) cost is 8
Calculating cost to destination (2/1) cost is 14
Calculating cost to destination (3/0) cost is 14
Calculating cost to destination (4/1) cost is 12
Calculating cost to destination (3/2) cost is 12
found 26 valid attack positions, closest at (5/4) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (2/5) to (4/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 12
Calculating cost to destination (7/5) cost is 12
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (4/6) cost is 4
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (5/8) cost is 7
Calculating cost to destination (5/3) cost is 10
Calculating cost to destination (6/4) cost is 12
found 10 valid attack positions, closest at (4/6) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/3) to (5/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 4
Calculating cost to destination (7/5) cost is 6
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (6/6) cost is 8
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (5/8) cost is 7
Calculating cost to destination (5/3) cost is 2
Calculating cost to destination (6/4) cost is 4
found 9 valid attack positions, closest at (5/3) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (2/5) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 14
Calculating cost to destination (7/5) cost is 12
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (4/7) cost is 5
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (5/8) cost is 7
Calculating cost to destination (6/4) cost is 14
found 8 valid attack positions, closest at (4/7) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (3/2) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 18
Calculating cost to destination (7/5) cost is 16
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (6/6) cost is 14
Calculating cost to destination (4/7) cost is 9
Calculating cost to destination (6/7) cost is 13
Calculating cost to destination (5/8) cost is 11
Calculating cost to destination (6/4) cost is 18
found 8 valid attack positions, closest at (4/7) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Mumie in state current following path from (4/7) to (4/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (4/7) cost is 1
Calculating cost to destination (0/3) cost is 9
Calculating cost to destination (1/2) cost is 9
Calculating cost to destination (2/3) cost is 7
Calculating cost to destination (1/4) cost is 7
Calculating cost to destination (3/4) cost is 7
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (2/6) cost is 4
Calculating cost to destination (3/7) cost is 2
Calculating cost to destination (4/3) cost is 9
Calculating cost to destination (5/2) cost is 11
Calculating cost to destination (6/3) cost is 7
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (2/5) cost is 5
Calculating cost to destination (3/4) cost is 7
Calculating cost to destination (4/5) unreachable
found 14 valid attack positions, closest at (4/7) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Mumie lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 7
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (3/7) to (3/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 11
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (5/7) cost is 5
Calculating cost to destination (3/7) cost is 1
Calculating cost to destination (5/7) cost is 5
Calculating cost to destination (4/8) cost is 3
Calculating cost to destination (6/4) cost is 11
found 9 valid attack positions, closest at (3/7) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Mumie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (3/6) to (3/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 14
Calculating cost to destination (7/5) cost is 12
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (6/6) cost is 10
Calculating cost to destination (5/7) cost is 8
Calculating cost to destination (5/7) cost is 8
Calculating cost to destination (4/8) cost is 6
Calculating cost to destination (6/4) cost is 14
found 8 valid attack positions, closest at (4/8) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (4/8) to (4/8), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 9
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (6/6) cost is 5
Calculating cost to destination (5/7) cost is 3
Calculating cost to destination (5/7) cost is 3
Calculating cost to destination (4/8) cost is 1
Calculating cost to destination (6/4) cost is 9
found 8 valid attack positions, closest at (4/8) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 4
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpMumie: Removing battle effect fumble_stumble, started in battleround 2, duration 1, current round 4, so 3 < 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Mumie: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpMumie: Removing battle effect fumble_weaponlost, started in battleround 2, duration 1, current round 4, so 3 < 4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Mumie: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Mumie on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 10, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Fireno on Position 1Adding Char Frija on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Tim is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/4) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/4) cost is 2
Calculating cost to destination (7/5) cost is 4
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (6/6) cost is 6
Calculating cost to destination (5/7) cost is 8
Calculating cost to destination (5/7) cost is 8
found 6 valid attack positions, closest at (6/4) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpMumie: Removing battle effect fumble_stumble, started in battleround 7, duration 1, current round 9, so 8 < 9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Mumie: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing battle effect fumble_stumble, started in battleround 9, duration 1, current round 11, so 10 < 11
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing battle effect fumble_falldown, started in battleround 10, duration 1, current round 12, so 11 < 12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Mumie on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Ilgar is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Ardora on Position 1Adding Char Berthold on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpIlgar: Removing battle effect fumble_stumble, started in battleround 12, duration 1, current round 14, so 13 < 14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Ilgar: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Mumie on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Mumie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (6/5) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 2
Calculating cost to destination (5/7) cost is 4
Calculating cost to destination (5/7) cost is 4
found 3 valid attack positions, closest at (6/6) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Adding Char Berthold on Position 1Adding Char Frija on Position 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Ardora on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (5/7) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (5/7) cost is 2
found 1 valid attack positions, closest at (5/7) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Ilgar on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Ardora on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ardora on Position 0Adding Char Tim on Position 1Adding Char Berthold on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Berthold on Position 1Adding Char Fireno on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpMumie: Removing battle effect fumble_stumble, started in battleround 17, duration 1, current round 19, so 18 < 19
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Mumie: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Ilgar on Position 1Adding Char Frija on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing battle effect fumble_falldown, started in battleround 18, duration 1, current round 20, so 19 < 20
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect fumble_falldown
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Luna on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Tim on Position 1Adding Char Fireno on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpFireno: Removing battle effect fumble_stumble, started in battleround 20, duration 1, current round 22, so 21 < 22
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Fireno: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Mumie on Position 0Adding Char Fireno on Position 1Adding Char Tim on Position 2Adding Char Ilgar on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Mumie ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Mumie from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHitBumbler
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Tim on Position 0Adding Char Ilgar on Position 1Adding Char Luna on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Ilgar on Position 0Adding Char Luna on Position 1Adding Char Berthold on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Mumie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Mumie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Mumie(battle/zombie_strong) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Mumie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Luna on Position 0Adding Char Berthold on Position 1Adding Char Ardora on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing locked door state for 1_8 with identical animation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle f12927
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character B (UnityEngine.BoxCollider) (Character B), container Character B (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character B (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character D (UnityEngine.BoxCollider) (Character D), container Character D (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character D (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is noaction

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_8 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 1_8 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_f12925 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle f12925 in Scene felsendungeon_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Fireno: 
found dispclass schwerter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Ardora: [BCAData: MT2 / WT-1
 / villager_female_A_body, Base HumanTail1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass aexte
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Zombie(battle/zombie_fat): 
stichwaffen count is zero, falling back to schwerter
schwerter count is zero, falling back to hiebwaffen

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Failed to set Object of Class hiebwaffen on NPC Zombie(battle/zombie_fat), objectrep list empty
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Skelett(battle/skeleton_accessory): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Zombie on Position 1Adding Char Skelett on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(7/8) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(7/10) / Dist6 / Targetid4: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Zombie in state current following path from (6/5) to (8/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (9/5) cost is 4
Calculating cost to destination (10/6) cost is 6
Calculating cost to destination (9/7) cost is 8
Calculating cost to destination (6/8) cost is 4
Calculating cost to destination (8/8) cost is 8
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (7/6) cost is 3
Calculating cost to destination (8/5) cost is 3
Calculating cost to destination (6/10) cost is 6
Calculating cost to destination (7/9) cost is 6
Calculating cost to destination (8/10) cost is 8
Calculating cost to destination (7/11) cost is 8
Calculating cost to destination (9/9) cost is 8
Calculating cost to destination (10/8) cost is 8
Calculating cost to destination (11/9) cost is 10
Calculating cost to destination (10/10) cost is 10
Calculating cost to destination (6/7) cost is 3
Calculating cost to destination (7/6) cost is 3
found 20 valid attack positions, closest at (8/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Skelett in state current following path from (3/5) to (7/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (9/7) cost is 14
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (9/5) cost is 10
Calculating cost to destination (10/6) cost is 12
Calculating cost to destination (9/7) cost is 14
Calculating cost to destination (6/8) cost is 8
Calculating cost to destination (8/8) cost is 12
Calculating cost to destination (7/9) cost is 10
Calculating cost to destination (7/6) cost is 7
Calculating cost to destination (6/10) cost is 10
Calculating cost to destination (7/9) cost is 10
Calculating cost to destination (8/10) cost is 12
Calculating cost to destination (7/11) cost is 12
Calculating cost to destination (9/9) cost is 12
Calculating cost to destination (10/8) cost is 14
Calculating cost to destination (11/9) cost is 16
Calculating cost to destination (10/10) cost is 14
Calculating cost to destination (6/7) cost is 7
Calculating cost to destination (7/6) cost is 7
found 19 valid attack positions, closest at (7/6) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (9/7) to (10/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 7
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (8/4) cost is 7
Calculating cost to destination (9/5) cost is 5
Calculating cost to destination (2/4) cost is 13
Calculating cost to destination (3/3) cost is 13
Calculating cost to destination (4/4) cost is 11
Calculating cost to destination (3/5) cost is 11
found 9 valid attack positions, closest at (9/5) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (6/7) to (6/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/6) cost is 3
Calculating cost to destination (7/5) cost is 5
Calculating cost to destination (7/5) cost is 5
Calculating cost to destination (8/4) cost is 7
Calculating cost to destination (9/5) cost is 9
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/3) cost is 9
Calculating cost to destination (4/4) cost is 7
Calculating cost to destination (3/5) cost is 7
found 9 valid attack positions, closest at (6/6) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (10/8) to (11/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 11
Calculating cost to destination (7/5) cost is 11
Calculating cost to destination (8/4) cost is 9
Calculating cost to destination (9/5) cost is 7
Calculating cost to destination (2/4) cost is 13
Calculating cost to destination (3/3) cost is 13
Calculating cost to destination (4/4) cost is 11
Calculating cost to destination (3/5) cost is 11
found 8 valid attack positions, closest at (9/5) (dist: 7), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (7/9) to (5/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (7/5) cost is 9
Calculating cost to destination (8/4) cost is 11
Calculating cost to destination (9/5) cost is 13
Calculating cost to destination (2/4) cost is 11
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (3/5) cost is 9
found 8 valid attack positions, closest at (3/5) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Skelett on Position 1Adding Char Zombie on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(5/7) / Dist3 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(6/6) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (10/5) to (9/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (7/5) cost is 7
Calculating cost to destination (8/4) cost is 5
Calculating cost to destination (9/5) cost is 3
Calculating cost to destination (2/4) cost is 13
Calculating cost to destination (3/3) cost is 11
Calculating cost to destination (4/4) cost is 9
Calculating cost to destination (3/5) cost is 11
found 8 valid attack positions, closest at (9/5) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (10/5) to (9/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 6
Calculating cost to destination (7/5) cost is 6
Calculating cost to destination (8/4) cost is 4
Calculating cost to destination (2/4) cost is 12
Calculating cost to destination (3/3) cost is 10
Calculating cost to destination (4/4) cost is 8
Calculating cost to destination (3/5) cost is 10
found 7 valid attack positions, closest at (8/4) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Zombie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ilgar in state current following path from (4/6) to (3/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 4
Calculating cost to destination (7/5) cost is 4
Calculating cost to destination (8/4) cost is 6
Calculating cost to destination (2/4) cost is 6
Calculating cost to destination (3/3) cost is 6
Calculating cost to destination (4/4) cost is 4
Calculating cost to destination (3/5) cost is 4
found 7 valid attack positions, closest at (3/5) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Zombie on Position 0Adding Char Skelett on Position 1Adding Char Skelett on Position 2Adding Char Tim on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Berthold is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 7, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Luna is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Skelett canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 2 Enemies with line of sight
Top 1: Pos(6/6) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(9/4) / Dist6 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (8/4) to (8/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 3
Calculating cost to destination (7/5) cost is 3
Calculating cost to destination (8/4) cost is 1
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/3) cost is 7
Calculating cost to destination (4/4) cost is 5
found 6 valid attack positions, closest at (8/4) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Zombie is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Frija on Position 0Clearing 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Zombie on Position 1Adding Char Luna on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(6/6) / Dist3 / Targetid2: DSA.Model.BattleCharacter
Top 2: Pos(8/6) / Dist5 / Targetid3: DSA.Model.BattleCharacter
Top 3: Pos(8/4) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Luna is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Zombie canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Zombie ID 8, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
Target Fireno is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Zombie from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (7/5) to (7/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (7/5) cost is 2
Calculating cost to destination (2/4) cost is 6
Calculating cost to destination (3/3) cost is 6
Calculating cost to destination (4/4) cost is 4
found 4 valid attack positions, closest at (7/5) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (6/6) to (5/5), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 8
Calculating cost to destination (3/3) cost is 8
Calculating cost to destination (4/4) cost is 6
found 3 valid attack positions, closest at (4/4) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for gethit of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Zombie) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Zombie is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No Sound for dead of NPC Zombie(battle/zombie_fat) defined, and no default available
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Zombie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ilgar on Position 1Adding Char Tim on Position 2Adding Char Ardora on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 3 Enemies with line of sight
Top 1: Pos(5/5) / Dist2 / Targetid6: DSA.Model.BattleCharacter
Top 2: Pos(7/5) / Dist4 / Targetid2: DSA.Model.BattleCharacter
Top 3: Pos(8/4) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Ardora is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (10/6) to (8/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 14
Calculating cost to destination (3/3) cost is 12
Calculating cost to destination (4/4) cost is 12
found 3 valid attack positions, closest at (4/4) (dist: 12), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Ardora in state current following path from (4/4) to (4/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 6
Calculating cost to destination (3/3) cost is 4
Calculating cost to destination (4/4) cost is 2
found 3 valid attack positions, closest at (4/4) (dist: 2), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (7/4) to (5/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 8
Calculating cost to destination (3/3) cost is 6
found 2 valid attack positions, closest at (3/3) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (6/4) to (6/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 8
Calculating cost to destination (3/3) cost is 6
found 2 valid attack positions, closest at (3/3) (dist: 6), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (7/6) to (3/6), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 8
Calculating cost to destination (3/3) cost is 10
found 2 valid attack positions, closest at (2/4) (dist: 8), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Tim on Position 1Adding Char Ilgar on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Tim) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(8/7) / Dist5 / Targetid5: DSA.Model.BattleCharacter
Found at least one
Target Tim is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Tim in state current following path from (7/7) to (3/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 9
Calculating cost to destination (3/3) cost is 11
found 2 valid attack positions, closest at (2/4) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (5/3) to (4/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 6
Calculating cost to destination (3/3) cost is 4
found 2 valid attack positions, closest at (3/3) (dist: 4), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Fireno in state current following path from (5/3) to (4/2), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 7
Calculating cost to destination (3/3) cost is 5
found 2 valid attack positions, closest at (3/3) (dist: 5), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Berthold in state current following path from (2/5) to (2/4), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (2/4) cost is 3
Calculating cost to destination (3/3) cost is 5
found 2 valid attack positions, closest at (2/4) (dist: 3), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpSkelett: Removing battle effect fumble_stumble, started in battleround 5, duration 1, current round 7, so 6 < 7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Skelett: Removing durable effect fumble_stumble
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Luna on Position 1Adding Char Ardora on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Fireno) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(4/2) / Dist2 / Targetid0: DSA.Model.BattleCharacter
Found at least one
Target Fireno is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Luna in state current following path from (3/3) to (3/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (3/3) cost is 1
found 1 valid attack positions, closest at (3/3) (dist: 1), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 2
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Target Skelett is in rangenot enough BP, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock block
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Luna on Position 1Adding Char Ardora on Position 2Adding Char Berthold on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/4)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (3/2) unreachable
Calculating cost to destination (4/1) unreachable
Calculating cost to destination (5/2) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (9/7) unreachable
Calculating cost to destination (2/3) unreachable
Calculating cost to destination (3/2) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (1/4) unreachable
Calculating cost to destination (2/3) unreachable
Calculating cost to destination (2/5) unreachable
Calculating cost to destination (2/5) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (2/7) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (4/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Berthold lost weapon, wl True, wb False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Ardora on Position 2Adding Char Frija on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/4)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (3/2) unreachable
Calculating cost to destination (4/1) unreachable
Calculating cost to destination (5/2) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (9/7) unreachable
Calculating cost to destination (2/3) unreachable
Calculating cost to destination (3/2) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (1/4) unreachable
Calculating cost to destination (2/3) unreachable
Calculating cost to destination (2/5) unreachable
Calculating cost to destination (2/5) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (2/7) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (4/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpBerthold: Removing battle effect fumble_weaponlost, started in battleround 8, duration 1, current round 10, so 9 < 10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Berthold: Removing durable effect fumble_weaponlost
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Fireno on Position 1Adding Char Ardora on Position 2Adding Char Luna on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/4)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (3/2) unreachable
Calculating cost to destination (4/1) unreachable
Calculating cost to destination (5/2) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (9/7) unreachable
Calculating cost to destination (2/3) unreachable
Calculating cost to destination (3/2) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (1/4) unreachable
Calculating cost to destination (2/3) unreachable
Calculating cost to destination (2/5) unreachable
Calculating cost to destination (2/5) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (2/7) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (4/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Tim on Position 1Adding Char Ardora on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/4)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (3/2) unreachable
Calculating cost to destination (4/1) unreachable
Calculating cost to destination (5/2) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (9/7) unreachable
Calculating cost to destination (2/3) unreachable
Calculating cost to destination (3/2) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (1/4) unreachable
Calculating cost to destination (2/3) unreachable
Calculating cost to destination (2/5) unreachable
Calculating cost to destination (2/5) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (2/7) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (4/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Berthold) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Berthold ID 3, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Berthold from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Frija canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Frija ID 1, current BP 1
Grounded check passed
Too few BP to do anything useful, waiting for next turn --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Frija from queue
Queue done, rerolling

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Skelett on Position 0Adding Char Ardora on Position 1Adding Char Tim on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Skelett ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (3/4)
Maximum Distance for approach is 5
did NOT find any viable fields to approach to, cancelling LOS-approach
Trying to choose and approach a melee target
Calculating cost to destination (3/2) unreachable
Calculating cost to destination (4/1) unreachable
Calculating cost to destination (5/2) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (8/6) unreachable
Calculating cost to destination (9/5) unreachable
Calculating cost to destination (10/6) unreachable
Calculating cost to destination (9/7) unreachable
Calculating cost to destination (2/3) unreachable
Calculating cost to destination (3/2) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (1/4) unreachable
Calculating cost to destination (2/3) unreachable
Calculating cost to destination (2/5) unreachable
Calculating cost to destination (2/5) unreachable
Calculating cost to destination (4/5) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (2/7) unreachable
Calculating cost to destination (3/6) unreachable
Calculating cost to destination (4/7) unreachable
Calculating cost to destination (4/3) unreachable
Calculating cost to destination (5/4) unreachable
Calculating cost to destination (4/5) unreachable
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Skelett from queue
Checking Ardora canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ardora) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ardora ID 6, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ardora from queue
Checking Tim canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Tim ID 5, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Tim from queue
Checking Fireno canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Fireno ID 0, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
No attack positions, waiting --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Fireno from queue
Checking Ilgar canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Ilgar ID 4, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock blockHit
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Ilgar from queue
Checking Luna canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Luna) atready = True, defready = False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Skelett) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Luna ID 2, current BP 3
Grounded check passed
CanDoSomething check passed
Escaping check passed
trying to attack adjacent target
Target Skelett is in rangegot enough BP, attacking --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualBlock hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BC.VisualGetHit hitDie
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Luna from queue
Checking Berthold canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Handling Death of Character Skelett
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Berthold on Position 0Adding Char Frija on Position 1Clearing 2Clearing 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Playing Victory Jingle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Closing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Currentcontrol is null, activating CurrentLocation
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_9
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_15
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_14
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_4
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_10
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_13
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_7
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_5
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_12
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 0_2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Forcing open door state for 1_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Destroying Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Finalizing Battle
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

CurrentControl is null, using resetController
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No PostBattleScript found for Battle f12925
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick suspense_dungeon_rm from List dungeon, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_pirateband )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn2 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_pirateband )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairdn1 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairup )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc OnTrigger( 1_stairup )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

moveToTrigger 0_stairdn, Moving to coordinates (38.2, 0.6, -40.7)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc doorClicked( 0_3 )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Unhandled Door, setting menu accordingly
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Opening Dungeondoor Dio
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Not a Chest, but DungeonDoor
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 10.965225 ms
Unloading 18 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 5129 unused Assets to reduce memory usage. Loaded Objects now: 13942.
Total: 74.026627 ms (FindLiveObjects: 0.773767 ms CreateObjectMapping: 0.573125 ms MarkObjects: 20.194113 ms  DeleteObjects: 52.060020 ms)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route runinsha-runin-mid, distance 16, expected speed 0.8333333 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick gemütlich_reise_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: No Random encounter
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExpTim: Removing nonbattle effect flimflam, started at 412.2141, duration 0.25, current time 412.4642, so 412.4641 < 412.4642
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

runEffExp Tim: Removing durable effect flimflam
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, arrival, perc 100.0276, cspeed 0.8333333
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UnloadTime: 0.333443 ms
Unloading 16 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 429 unused Assets to reduce memory usage. Loaded Objects now: 22025.
Total: 24.286312 ms (FindLiveObjects: 0.782087 ms CreateObjectMapping: 0.261762 ms MarkObjects: 20.584837 ms  DeleteObjects: 2.249301 ms)

Updating Mapicons for town runin
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

finalizing
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town runin
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adapting to Reflection level 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweeping Camera
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Sweep Done
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing npcname_ardora [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog npcname_ardora[1] dlgResponse 0 = 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

character Character G is unset, deactivating
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene healer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene healer
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_03_rm from List tavern, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_7_p, Moving to coordinates (100.3, 9.0, -100.5)
(96.3, 9.0, -101.7)
(-0.1, 1.6, 2.5)
(2.2, 3.1, 1.1)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town runin
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Trying to activate inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

loading Traderid 2
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Loading inside Scene trader_gen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No UICamera found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Lederzeug (ID 84), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schuhe (ID 50), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schuhe (ID 50), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 1
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Lederzeug (ID 84), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Lederzeug (ID 84), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kettenhemd (ID 80), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Lederzeug (ID 84), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Lederzeug (ID 84), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Lederzeug (ID 84), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Lederzeug (ID 84), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Lederzeug (ID 84), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory18 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character A (UnityEngine.BoxCollider) (Character A), container Character A (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character A (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character F (UnityEngine.BoxCollider) (Character F), container Character F (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character F (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_52 (UnityEngine.BoxCollider) (item_52), container 
container is null, itemdrop item: item_52 (CraftyDDItem)
itemdrop container: et_shoe (item_52)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_shoe (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schneeschuhe (ID 52), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Zweihänder (ID 18), Uses 0, Count 1, broken False, BF 3, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Bastardschwert (ID 10158), Uses 0, Count 1, broken False, BF 0, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Zweihänder (ID 18), Uses 0, Count 1, broken False, BF 3, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Found 1 viable containers

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: et_all (UnityEngine.BoxCollider) (et_all), container et_all (CraftyDDContainer)
Autoequip container et_weapon

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: et_weapon (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: CharacterScreen (UnityEngine.BoxCollider) (CharacterScreen), container 
container is null, itemdrop item: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

No valid container under the mouse -- revert the item's parent
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory10 (UnityEngine.BoxCollider) (inventory10), container inventory10 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory10 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory11 (UnityEngine.BoxCollider) (inventory11), container inventory11 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory11 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: item_118 (UnityEngine.BoxCollider) (item_118), container 
container is null, itemdrop item: item_118 (CraftyDDItem)
itemdrop container: inventory12 (item_118)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory12 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory14 (UnityEngine.BoxCollider) (inventory14), container inventory14 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory14 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory19 (UnityEngine.BoxCollider) (inventory19), container inventory19 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory19 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Trinkhorn (ID 38), Uses 2, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick fröhlich_02_rm from List trade, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Kettenhemd (ID 10198), Uses 0, Count 1, broken False, BF -1, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Item Clicked, item is [Item Schwert (ID 1), Uses 0, Count 1, broken True, BF 6, level 0, varusestype ] count is 0
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

current item is traderitem(Clone) (ItemTradeView)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

barterCallback: ts = DSA.Model.GlobalSettings+TraderSettings
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory11 (UnityEngine.BoxCollider) (inventory11), container inventory11 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory11 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory19 (UnityEngine.BoxCollider) (inventory19), container inventory19 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory19 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory20 (UnityEngine.BoxCollider) (inventory20), container inventory20 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory20 (CraftyDDContainer)
returnaction is moveback
No valid container under the mouse -- revert the item's parent inventory20 (UnityEngine.Transform)
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: inventory15 (UnityEngine.BoxCollider) (inventory15), container inventory15 (CraftyDDContainer)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: inventory15 (CraftyDDContainer)
returnaction is movenormal
Container found, parent this object to the container
Moving item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

DDItem dropped container: Character C (UnityEngine.BoxCollider) (Character C), container Character C (CraftyDDCharacter)

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

got a container: Character C (CraftyDDCharacter)
returnaction is delete
Destroying item
Updating screen in 0.5

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

UpdatePlacementByTrigger house_1_p, Moving to coordinates (82.8, 9.0, -41.0)
(78.4, 9.0, -42.2)
(0.0, 1.5, 3.7)
(2.5, 2.8, 0.2)
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Updating Mapicons for town runin
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick standard_dorf_rm from List town, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

The loaded level has a different lightmaps mode than the current one. Current: Dual Lightmaps. Loaded: Single Lightmaps. Will use: Dual Lightmaps.
 
(Filename:  Line: 882)

TimeController STOP SetMapView
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick reise_02_rm from List map, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Travelling on Route runinsha-runin-o, distance 15, expected speed 1.25 MpH
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO beginJourney
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Doing Random Check
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TravelRoute: No 'Any' Events found
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: Available Random encounter number: 12:
Der Info-Barde
reise21_orkueberfall
reise23_orkueberfall2
ehrlicher_joerg
reise60_huette
einealte
wegelagerer
Reise49_Schafe
Reise_kleiner_See
reise29_baum
reise2_auerochse_road
reise7_karene_road
JOURNEY: Random encounter at: 412.7774

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

JOURNEY: executing Random Encounter wegelagerer/none
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController STOP travel stopped event
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Journey stopped, event, perc 51.62354, cspeed 1.25
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

HandleEvent Type:event
Hint:
Route: land
Script:if( "mountain" != getCurrentRouteType() &&
    "swamp" != getCurrentRouteType() )
  startdlg("Reise35_Raeuber");
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise35_Raeuber_hl [1]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Dialog Reise35_Raeuber_hl[1] dlgResponse 0 = 8
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Executing Reise35_Raeuber_hl [8]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Calling returnfunc forward(  )
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

return value 255
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

TimeController GO startMoving
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initializing Battle road_random5 in Scene wegkampf_3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Current Board contains: 
(0/0) (0/1) (0/2) (0/3) (0/4) (0/5) (0/6) (0/7) (0/8) (0/9) (0/10) (0/11) (1/0) (1/1) (1/2) (1/3) (1/4) (1/5) (1/6) (1/7) (1/8) (1/9) (1/10) (1/11) (2/0) (2/1) (2/2) (2/3) (2/4) (2/5) (2/6) (2/7) (2/8) (2/9) (2/10) (2/11) (3/0) (3/1) (3/2) (3/3) (3/4) (3/5) (3/6) (3/7) (3/8) (3/9) (3/10) (3/11) (4/0) (4/1) (4/2) (4/3) (4/4) (4/5) (4/6) (4/7) (4/8) (4/9) (4/10) (4/11) (5/0) (5/1) (5/2) (5/3) (5/4) (5/5) (5/6) (5/7) (5/8) (5/9) (5/10) (5/11) (6/0) (6/1) (6/2) (6/3) (6/4) (6/5) (6/6) (6/7) (6/8) (6/9) (6/10) (6/11) (7/0) (7/1) (7/2) (7/3) (7/4) (7/5) (7/6) (7/7) (7/8) (7/9) (7/10) (7/11) (8/0) (8/1) (8/2) (8/3) (8/4) (8/5) (8/6) (8/7) (8/8) (8/9) (8/10) (8/11) (9/0) (9/1) (9/2) (9/3) (9/4) (9/5) (9/6) (9/7) (9/8) (9/9) (9/10) (9/11) (10/0) (10/1) (10/2) (10/3) (10/4) (10/5) (10/6) (10/7) (10/8) (10/9) (10/10) (10/11) (11/0) (11/1) (11/2) (11/3) (11/4) (11/5) (11/6) (11/7) (11/8) (11/9) (11/10) (11/11) (12/0) (12/1) (12/2) (12/3) (12/4) (12/5) (12/6) (12/7) (12/8) (12/9) (12/10) (12/11) (13/0) (13/1) (13/2) (13/3) (13/4) (13/5) (13/6) (13/7) (13/8) (13/9) (13/10) (13/11) (14/0) (14/1) (14/2) (14/3) (14/4) (14/5) (14/6) (14/7) (14/8) (14/9) (14/10) (14/11) (15/0) (15/1) (15/2) (15/3) (15/4) (15/5) (15/6) (15/7) (15/8) (15/9) (15/10) (15/11) (16/0) (16/1) (16/2) (16/3) (16/4) (16/5) (16/6) (16/7) (16/8) (16/9) (16/10) (16/11) (17/0) (17/1) (17/2) (17/3) (17/4) (17/5) (17/6) (17/7) (17/8) (17/9) (17/10) (17/11) 
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Adding monster (id: 69) to delayed spawn queue. spawnRound: 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Fireno: [BCAData: MT1 / WT-1
 / elf_male_02, elf_hair_01, elf_boot, elf_cloth_02, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Frija: [BCAData: MT0 / WT3
 / villager_female_A_body, barbarian_helmet_03, barbarian_shoulder pad_03_L001, barbarian_shoulder pad_01_L, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Frija: 
found dispclass schilde
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Luna: [BCAData: MT1 / WT0
 / Wizards_hat_03, elf_quiver]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Luna: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Charsetup Berthold: [BCAData: MT1 / WT-1
 / barbarian_hair_01, barbarian_arm plate_01_R, barbarian_knee_pad_R, barbarian_boot_01]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Ilgar: [BCAData: MT1 / WT-1
 / elf_male_02, elf_helmet_04]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

[mecanim]: BindSkeleton: cannot find Transform 'Group001'
 
(Filename:  Line: 1489)

Charsetup Tim: [BCAData: MT0 / WT-1
 / Wizards_skn, Wizards_head_01, Wizards_hood, Wizards_skn_cloth]
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for P Tim: 

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass speere
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

bcb for NPC Räuber(battle/highwaymen): 
found dispclass schusswaffen
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Initiative Ini Display
Adding Char Räuber on Position 0Adding Char Räuber on Position 1Adding Char Räuber on Position 2Adding Char Fireno on Position 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

MusicControl: now playing Schick hochspannung_kampf_rm from List battle, target volume 0.16
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 9, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
trying to Approach for LOS-Attack, origin (6/3)
Maximum Distance for approach is 5
Checking position (7/4) viable, distance 2, count 2
Checking position (7/3) viable, distance 1, count 1
Checking position (6/2) viable, distance 1, count 0
Checking position (5/3) viable, distance 1, count 0
Checking position (7/5) viable, distance 3, count 2
Checking position (8/5) viable, distance 4, count 4
Checking position (8/4) viable, distance 3, count 3
Checking position (8/3) viable, distance 2, count 2
Checking position (8/2) viable, distance 3, count 2
Checking position (7/1) viable, distance 3, count 0
Checking position (6/1) viable, distance 2, count 0
Checking position (4/2) viable, distance 3, count 0
Checking position (4/3) viable, distance 2, count 0
Checking position (7/6) viable, distance 4, count 3
Checking position (8/6) viable, distance 5, count 4
Checking position (9/6) viable, distance 6, count 4
Checking position (9/5) viable, distance 5, count 4
Checking position (9/4) viable, distance 4, count 4
Checking position (9/3) viable, distance 3, count 4
Checking position (9/2) viable, distance 4, count 2
Checking position (9/1) viable, distance 5, count 2
Checking position (8/1) viable, distance 4, count 2
Checking position (8/0) viable, distance 5, count 2
Checking position (7/0) viable, distance 4, count 0
Checking position (6/0) viable, distance 3, count 0
Checking position (5/0) viable, distance 4, count 0
Checking position (4/1) viable, distance 4, count 0
Checking position (3/1) viable, distance 5, count 0
Checking position (3/2) viable, distance 4, count 0
Checking position (3/3) viable, distance 3, count 0
Checking position (7/7) viable, distance 5, count 3
Checking position (8/7) viable, distance 6, count 3
Checking position (6/7) viable, distance 6, count 0
Checking position (9/7) viable, distance 7, count 3
Checking position (10/7) viable, distance 8, count 3
Checking position (10/6) viable, distance 7, count 3
Checking position (10/5) viable, distance 6, count 4
Checking position (10/4) viable, distance 5, count 4
Checking position (10/3) viable, distance 4, count 4
Checking position (10/2) viable, distance 5, count 4
Checking position (10/1) viable, distance 6, count 3
Checking position (10/0) viable, distance 7, count 2
Checking position (9/0) viable, distance 6, count 2
Checking position (4/0) viable, distance 5, count 0
Checking position (3/0) viable, distance 6, count 0
Checking position (2/0) viable, distance 7, count 0
Checking position (2/1) viable, distance 6, count 0
Checking position (2/2) viable, distance 5, count 0
Checking position (2/3) viable, distance 4, count 0
Checking position (7/8) viable, distance 6, count 1
found 30 viable fields
Top 1: Pos(9/3) / Dist 3 / Targets 4
Top 2: Pos(8/5) / Dist 4 / Targets 4
Top 3: Pos(10/3) / Dist 4 / Targets 4
Top 4: Pos(9/4) / Dist 4 / Targets 4
Top 5: Pos(8/6) / Dist 5 / Targets 4
Top 6: Pos(10/4) / Dist 5 / Targets 4
Top 7: Pos(9/5) / Dist 5 / Targets 4
Top 8: Pos(10/2) / Dist 5 / Targets 4
Top 9: Pos(8/4) / Dist 3 / Targets 3
Top 10: Pos(7/6) / Dist 4 / Targets 3
found at least one field to move to (9/3), do it

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 3
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (7/3) to (9/3), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Ilgar) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 9, current BP 5
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 4 Enemies with line of sight
Top 1: Pos(5/8) / Dist5 / Targetid4: DSA.Model.BattleCharacter
Top 2: Pos(6/8) / Dist5 / Targetid0: DSA.Model.BattleCharacter
Top 3: Pos(6/9) / Dist6 / Targetid5: DSA.Model.BattleCharacter
Top 4: Pos(7/10) / Dist7 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Ilgar is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

ExecAttack response is miss
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Frija) atready = False, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 8, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing Ranged as means of attack
trying to find target in LOS
Found 1 Enemies with line of sight
Top 1: Pos(7/10) / Dist8 / Targetid1: DSA.Model.BattleCharacter
Found at least one
Target Frija is in LOS, attacking ranged got enough BP, attacking ranged --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

VisualTurnDone(BattleCharBehaviour, cname: Räuber) atready = True, defready = True
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

BS.advanceIni log
Removing Räuber from queue
Checking Räuber canAct + !grounded, turn placed

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

execMove Following Path of length 6
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

Character Räuber in state current following path from (6/2) to (7/7), escaping: False
 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

AILog: Starting to Think for Räuber ID 6, current BP 8
Grounded check passed
CanDoSomething check passed
Escaping check passed
choosing melee as means of attack False/0/0/0
trying to attack adjacent target
No adjacent Target found, approaching
Trying to choose and approach a melee target
Calculating cost to destination (6/7) cost is 9
Calculating cost to destination (7/8) cost is 9
Calculating cost to destination (6/10) cost is 16
Calculating cost to destination (7/9) cost is 10
Calculating cost to destination (8/10) cost is 12
Calculating cost to destination (7/11) cost is 14
Calculating cost to destination (4/10) cost is 14
Calculating cost to destination (6/10) cost is 16
Calculating cost to destination (5/11) cost is 16
Calculating cost to destination (4/9) cost is 13
Calculating cost to destination (4/8) cost is 12
Calculating cost to destination (5/7) cost is 10
Calculating cost to destination (7/9) cost is 10
Calculating cost to destination (6/10) cost is 16
found 14 valid attack positions, closest at (7/8) (dist: 9), moving --- done

 
(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

